Rise of the Runelords Anniversary Edition Errata


Rise of the Runelords

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Pg. 208 - The Black Monk (again)

Good news, everyone! Now that the Advanced Bestiary has been re-released with rules specific to Pathfinder, we now have an exact template to check this creature (I plan on doing this to the other advanced bestiary creatures in RotRAE).

Anyway, the following changes need to be made to the Black Monk in order to keep it in line with its new rules (this will also include any things that are just flat-out wrong in the stat block):

- Change the page reference for the Advanced Bestiary from "210" to "97".

- Change the name of the aura from "despair" to "greater despair" and increase its range from "30 ft." to "100 ft."

- Change AC from "29" to "31", flat-footed AC from "24" to "26", and natural armor bonus from "+8 natural" to "+10 natural".

- Change the melee entry to read "Melee unarmed strike +19/+14 (1d10+10/19-20 plus mummy rot) or slam +18 (1d8+15 plus mummy rot) or flurry of blows +20/+20/+15/+15/+10 (1d10+10/19-20 plus mummy rot)"

- In the Special Attacks line, change "command undead" to "create spawn".

- Change CMD from "41" to "39".

- Add a feat. He's missing the base creature's human bonus feat.

- In the skills line, change Fly from "+15" to "+26", Knowledge (arcana) from "+12" to "+15", and Spellcraft from "+12" to "+15". This is to account for Knowledge (arcana) and Spellcraft being class skills for undead, and a missing 11 skill points from the base creature's bonus human skill points, plus Fly being calculated with a class skill bonus but originally not having any ranks in it.

- In the Special Qualities line, change ki pool to include cold iron and silver as forms of DR it overcomes.

- In the Special Abilities section, add the following:
"Flight (Su) The Black Monk is bound in linens and has no use of its legs for movement. Instead it possesses a fly speed of 50 ft. with perfect maneuverability."

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Pg. 218 - Lokansir

The next template re-released in the new Advanced Bestiary. We mentioned earlier just how @#$%ed this guy's stat block was, error-wise. Fortunately, the sample creature for the Jotunblood giant template in Advanced Bestiary WAS a Jotunblood hill giant. I'll go ahead and post the specific changes to get him to PF rules:

- Change the page reference for the Advanced Bestiary from "155" to "184".

- In the Senses line, change Perception from "+13" to "+19".

- Change the AC line to read as follows:
"AC 22, touch 6, flat-footed 22 (-2 Dex, +16 natural, -2 size)"

- Change the hp line to read as follows:
"hp 210 (20d8+120)"

- Change the saving throws to read as follows:
"Fort +18, Ref +4, Will +8"

- Change spell resistance from "22" to "28".

- Change the melee line to read as follows:
"Melee +3 greatclub +27/+22/+17 (3d8+19/19-20) or 2 slams +24 (2d6+11)"

- Change the ranged line to read as follows:
"Ranged rock +13 (6d6+16)"

- In the Special Attacks line, change "meld into earth" into "improved rock throwing" (and possibly just combine improved rock throwing into rock throwing and remove mention of the latter). Change the range of rock throwing from "120 ft." to "150 ft."

- Change the base attack bonus from "+10" to "+15".

- Change CMB from "+23" to "+28 (+30 bull rush)".

- Change CMD from "31" to "36 (38 vs. bull rush)".

- In the feats, change "Staggering Critical" to "Martial Weapon Proficiency (greatclub)" (or if you're like me and you house-ruled that all creatures with the giant subtype are proficient with whatever weapon they are described as using in their stat block, a different feat).

- In the skills line, change Climb from "+21" to "+24". Change Perception from "+13" to "+19".

- At the end of the statistics section, add the following line:
"SQ meld into earth"

...

Lokansir took a -2 hit to his AC in the new stat block, but gained 6 additional HD. It's up to you whether you want to give him some leather armor to make up the difference.

Grand Lodge

Pg. 241 - The Scribbler

The next template actually isn't in the new Advanced Bestiary. I forgot they updated it in Bestiary 4. The changes are really only what's already been mentioned in earlier posts:

- In the source reference, change "Advanced Bestiary 60" to "Bestiary 4 60".

- Reduce AC, touch AC, flat-footed AC, and CMD by 4 each ("23", "14", "19", and "29", respectively), and delete "+4 deflection" from the AC line. As mentioned earlier, the effects of quickened shield of faith were applied to this creature's stat block, but they aren't mentioned in the Before Combat section. Instead, GMs should have him cast it in the first round of combat, along with summon monster VI as mentioned in the During Combat section.

- Change SR from "26" to "24". His fighter levels were accidentally factored in.

- Add "aura" to this creature's special qualities line.

Grand Lodge

Pg. 262 - Xyoddin Xerriock

Wow, this guy's a real eye-opener. I reverse-engineer these guys first before adding in the new Advanced Bestiary stuff, and I'm finding a lot of issues with this guy even before adding in the new stuff.

Ability scores: First of all, can anybody tell me where his 30 Charisma comes from? So far all of the NPCs with class levels that I've noticed have been good about coming with a 15 point-buy. working backwards I get:

30(stat block) = 2(azlanti human) + 3(assumed points for at least 12 HD) - 4 (dread zombie template) + 29 (what's left over).

I have no idea. What's even crazier is in the original release of Rise of the Runelords, he had a measly Cha 12. The only thing I can think of is its either a helluva typo, or they arbitrarily upped it to make up for the fact that in the change to Pathfinder, his HD changed from d12s to d8s, but even then it's overkill since his original hp total was 93 back then (after all, Toughness now gives more hp and then favored class bonuses...wow). There could be an argument that the ravenous template grants a +4 to Con, and would maybe transfer to a bonus to Cha for undead, but there's no written rule for that to my knowledge. Another theory is he's also getting a +3 to Int, Wis, and Cha for being old as hell, but no penalties to his physical ability scores thanks to undead traits, but again there's no rule to this. Either way, he'd still have a huge score left over that point-buy alone couldn't explain away.

Type: His ravenous template is working from an assumption that he's still humanoid (human), and not undead. I'm not saying it should be changed to fit the rules, because it definitely kills the theme of this guy, but I think some ability saying his ravenous template abilities operate as if he's humanoid (human) is worth a mention. Right now his type is listed as "undead (human)" and there's no such thing. There's "undead (augmented humanoid [human])", but the normal zombie template doesn't grant the augmented subtype, and the new Advanced Bestiary doesn't say the dread zombie does either.

Saves: All saves are randomly +2 higher than they should be. Reduce them all by -2.

Attacks: Kind of a mess. Melee and ranged attacks are 2 points too high, melee and ranged damage is 1 point too high, bite isn't factoring in the fact that a weapon attack is being used in conjunction with it. There also might be a slam attack missing. The ravenous template adds a bite attack as a creature 2 sizes bigger, or increases the creature's already-existing bite attack by 2 size categories. His dread zombie template, however, adds a slam natural attack as a creature 1 size bigger if there are no other natural attacks, AND a bite natural attack one size SMALLER. It wouldn't really be a stretch to say that maybe this guy should have a slam attack, if dread zombie template were added in first. It's really up to the GM, but I'd allow it. I'll include that slam down below in my changes for anyone who wants to add it. The bite attack gets interesting. Does the ravenous template's 2-size-category-bigger bite trump the one from dread zombie template? Or do they combine to form a net gain of 1 size category larger? I'm willing to go with the latter.

Special Abilities: Here's a doozy: the brain consumption ability. So I think when this guy's stat block was being put down in the anniversary edition, someone at Paizo read the brain consumption ability and said to themselves, "um...holy crap." That, or they were reviewing criticism people had about this guy and made a change accordingly. As written, the original brain consumption ability was extremely powerful, as it was a save-or-die ability. When they rewrote this guy for the anniversary edition, someone must have thought this was incredibly OP and decided it should deal Intelligence drain that COULD result in death should Int be reduced to 0. I'm actually for the change that designer made, especially when you consider that with the new Advanced Bestiary changes, this ability gets even more powerful since the save DC uses the TOTAL HD, not 1/2 HD. It still kills in that new write-up, too, further solidifying my preference in not using 3rd-party materials unless they show up in an adventure path like this.

Skills: Where to begin? Xyoddin is a 13 HD creature, but his skills are calculated as if he had 14 HD. Of particular note is his Acrobatics skill. In the original 3.0-based Advanced Bestiary, the ravenous template granted a +4 to Balance checks and a +8 to Jump checks. When they rewrote that into the anniversary edition, they decided that translated to a +8 to Acrobatics. It should be noted that in the new Advanced Bestiary, Green Ronin decided it'd be a +4 to Acrobatics instead. On top of this, his Climb is just a mess, too, and Survival doesn't work either. Even if you don't want to use my changes from the Advanced Bestiary update, you should at least do the following to get him fixed:
> Reduce all skills except Perform by 1. This fixes the too-many-points-for-HD problem.
> Remove Perform entirely. Aside from being random and not even having a full allocation of skill points in it, it needs to be removed because...
> There's too many skill points. Even after doing the things above, he still has 3 skill points too many. Remove 3 points from anywhere you wish.

Miscellaneous: Finally - and I'm just mentioning this because I noticed it while reverse engineering - even if you don't want to implement my changes to the new Advanced Bestiary rules, you should still reduce hp by 4 (aristocrat levels were treated as favored class, and only half-elves can have 2 favored classes), change sprint's uses from 1/day to 1/hour, and make the skill and save changes I mentioned above. Those are just plain typos. You may also want to put "(can't run)" after the creature's speed, since it's a dread zombie. It can still sprint during a charge, which is different from running.

.....................................

Anyway, here are the changes to match the new Advanced Bestiary:

- Change XP from "25,600" to "38,400".

- Change CR from "13" to "14".

- Change reference page numbers from "105, 211" to "121, 242".

- Change alignment from "CE" to "NE".

- Delete "(human)" from the end of the creature type.

- Change hp to read as follows:
"hp 245 (15 HD; 2d8+9d8+4d8+174); fast healing 10"

- Change saves to read as follows:
"Fort +15, Ref +12, Will +12"

- Change speed to read as follows:
"Speed 30 ft. (can't run)"
> Remember he can still charge and use sprint, which is different from the run action.

- Change melee to read as follows:
"Melee +1 human bane dagger +18/+13 (1d4+8/19-20), bite +11 (1d8+3), slam +11 (1d6+3)"

- Change ranged to read as follows:
"Ranged mwk dagger +15/+10 (1d4+7/19-20)"

- In special attacks, add "hungry frenzy (10 rounds/day)".

- Add a feat of your choosing to his list of feats.

- Change skills to read as follows:
"Skills Acrobatics +24, Bluff +27, Climb +14, Diplomacy +25, Escape Artist +24, Intimidate +31, Knowledge (nobility) +18, Perception +26, Sense Motive +18, Stealth +24, Survival +9; Racial Modifiers +4 Acrobatics, +4 Escape Artist, +4 Intimidate, +4 Stealth, +8 Climb, +8 Perception, +8 Survival"

- In gear, change "masterwork dagger" to "masterwork dagger (2)".

- In the brain consumption special ability, in the second sentence, change "DC 23" to "DC 32". Change the last sentence to read as follows:
"The save DC is Strength-based and uses Xyoddin's full HD instead of half."

- In the sprint special ability, change "Once per day" to "Once per hour".

- In the special abilities, add the following:
"Hungry Frenzy (Ex) Xyoddin can enter a rage similar to a barbarian's rage ability for 10 rounds per day, but only towards humans."

- In the special abilities, add something similar to the following:
"Echoes of Humanity (Ex) Even though he's undead, Xyoddin's ravenous template abilities (cannibalistic healing, favored prey, hungry frenzy, and hungry special attacks) function as if he was still of the humanoid (human) type."

Grand Lodge

Pg. 218 - Lokansir (again)

Forgot to mention this in my rewrite for Lokansir a few posts up. If you make the changes I suggested, be sure to add 3 new feats to account for his 6 extra HD. Funny thing is he now qualifies for that Staggering Critical feat that originally needed to be replaced.


Strife2002 wrote:

Pg. 262 - Xyoddin Xerriock

For what it's worth I think I'd just add 'variant' to this one and call it a day - there is too much wrong for it to be just a mistake.

He was correct in the old version - here are some stats:

hp 93 (12d12+15); fast healing 10
Str 24, Dex 16, Con —, Int 9, Wis 8, Cha 12
Skills Balance +7, Bluf +19, Climb +15, Diplomacy +19, Escape Artist
+7, Hide +7, Intimidate +25, Jump +15, Knowledge (nobility and
royalty) +15, Listen +8, Move Silently +7, Perform (strings) +17,
Profession (cook) +7, Search +8, Spot +8, Survival +8

My guess is that when looking at high level pathfinder they came across this guy - and 93 hps at this level (or 106 if you work him up favorably under PF rules) is just too low to be any kind of threat - so instead of adding HD they bumped his CHA ... alot...

He also had no class levels in the old version (Male ravenous dread zombie human aristocrat 12) so it's obvious they worked him over and intended to bump him up.

Grand Lodge

You could certainly do that, and it'd be a fine fix to explain the ability scores, brain consumption, sprint, and the fact that the ravenous template abilities are operating as if he's humanoid (human). You'd probably still want to fix the saves, attacks, and skill points because those are based on hard math involving the creature's HD and can be calculated.


For Highlady Athroxis, is Haste already taken into account for her ranseur attacks? It looks like otherwise it should be 21 (+13 BAB, +4 Str, +1 insight, +3 ranseur). Am I missing something? I'm playing with a few of her feat choices (improved crit is redundant, and she should have some kind of Arcane armour training- it only makes sense- but that makes all the still spells a little less necessary) and spell choices (I have a nightmare of a PC who is a paladin/sorcerer/dragon disciple, and forcecage is one of the few things that present a challenge). The haste modifiers don't appear present in her AC, but maybe in her Reflex, so am I forgetting an extra +1 to attack somewhere? Her saves seem off, too...


Never mind- forgot about the runeforge sin bonuses factored in. I think the improved crit redundancy has been mentioned already, too.

Grand Lodge

*YAWN*

Ok, back from my turkey coma. Let's do this.

Pg. 269 - Ordikon, the Mithral Mage

I'm actually going to split this guy into two different posts. The first post will be me just posting all the errors I found in this guy's stat block when I was reverse-engineering him. I'll wait to post the new Advanced Bestiary updates in the second post. Many of this guy's errors are based on him being treated as if he had 14 HD instead of 13 HD. It could be possible that his CR was looked at by mistake when calculating his stats. Anyway, to get him in line with just the base rules of the game, make the following changes:

- Hit Points: Hit points seem to be off, and I'm not sure where they got their numbers from. It should be:
"hp 154 (13d6+106)"

That +106 comes from the following:
65(thirteen HD with +5 Con bonus) + 13(Toughness) + 13(favored class) + 15(average roll of 5 for false life)

- Saves: All of his saves are +1 higher than they should be, (almost as if his cloak of resistance +1 was supposed to be +2 instead). Change them to read as follows:
"Fort +10, Ref +11, Will +11"

- Defensive Abilities: In an earlier post it was said that his medium fortification was wrong and that it shouldn't provide a 75% chance. This is actually correct going strictly by the old Advanced Bestiary rules (and the new rules, since they simply updated it to "heavy fortification" to properly label the 75% chance). Additionally, this section fails to reflect the fact that Ordikon has cast stoneskin prior to combat. Finally, the stat-block says Ordikon has electricity resistance 30, but this seems to be coming out-of-the-blue. Then I realized that the stat block thinks he's cast resist energy on himself, when according to his Before Combat description he's actually cast protection from energy. In any case, to get this line accurate change it to the following:
"Defensive Abilities medium fortification (75%); DR 10/adamantine; Immune electricity (first 120 points of damage); Resist fire 15"

- Speed: I was boggled for a bit trying to figure out where the stat block was getting 40 ft. from. The only thing I can think of is that after taking into account his casting of expeditious retreat either the stat block thinks Ordikon is wearing some kind of medium or heavy armor or is carrying something particularly heavy, which isn't true, or the stat block erroneously reduced his speed to 20 (erroneously, because mithral-clad is the only metal-clad type that doesn't incur a speed penalty) and then instead of adding 30 ft. to his speed from the spell they simply doubled it instead. Who knows, either way, the Speed line should read as follows:
"Speed 60 ft., fly 60 ft. (good)"

- Melee: Here's a case where it seems he was treated as having 14 HD. Not only that, but his full-attack sequence is a bit messed up. First of all, the comma between the staff attack and the slam suggests he's using them together. If that's the case, then damage needs to be reduced for the staff because as of now it suggests he's using his staff two-handed, and his slam needs to have both its attack and damage reduced (-5 attack and 1/2 Str bonus to damage for being used along with a weapon attack). In the end it should look something like this:
"Melee staff of mithral might +10/+5 (1d6+4), slam +3 (1d6+1)"

Otherwise if you didn't want him to use them in tandem something like this:
"Melee staff of mithral might +10/+5 (1d6+5) or slam +8 (1d6+3)"

- Spells: As mentioned before, in Ordikon's 6th-level spells, he's unabled to cast quickened mirror image due to being a Thassilonian transmuter (and thus wouldn't have access to any illusion spells). You'll also have to adjust his during combat information since it mentions he casts this. Additionally, he's missing a 4th-level spell, so feel free to add one that isn't an enchantment or illusion spell.

- Skills: Again another issue where his HD seems to have been calculated at 1 higher. All of them need to be reduced by 1 so that they read as follows:
"Skills Appraise +22, Craft (metalworking) +22, Fly +14, Knowledge (arcana, nature, nobility, planes) +22, Perception +15, Sense Motive +15, Spellcraft +22, Swim -2"

Be sure to also adjust the Perception bonus in the Senses line.

I know in an earlier post we also mentioned how his CR should actually be 17 instead of 14, and thus his XP reward should shoot up to 102,400, which might be simply too much. This uncertainty is the old Advanced Bestiary's fault, as the metal-clad template erroneously has two CR adjustment guides, when one was meant to be the level adjustment guide. The new advanced bestiary has corrected this issue it seems. I'll get into that in my next post.

Grand Lodge

Pg. 269 - Ordikon, the Mithral Mage (New Advanced Bestiary updates)

Ok, Ordikon actually has relatively few adjustments to get his stats in line with the new Advanced Bestiary. After applying the changes I mentioned in the post above, make the following adjustments:

- Change the page reference for the Advanced Bestiary from "169" to "199".

- In the Defensive Abilities entry, change "medium fortification (75%)" to "heavy fortification (75%)".

- In the Melee entry, change the damage die for the slam attack from a d6 to a d8.

- In the Special Abilities section, change "Medium Fortification (Ex)" to "Heavy Fortification (Ex)". Also, add the following:
"Mithral Limbs (Ex) Ordikon's slam attack and grapple deal damage as mithral weapons, overcoming damage reduction just as a mithral weapon would."

Grand Lodge

Pg. 319 - Svevenka

Ok, last one. Again, I'll be posting two separate entries. The first will be just the stuff I found wrong with her while breaking her down, and the second will be the new Advanced Bestiary stuff. Anyway, here's the issues I found:

- Alignment: Druids need to be neutral in some regard or they lose their abilities. Either change her to NG or CN. Due to her description, I'd say she values freedom and capriciousness over do-good-ery. I'm recommending CN.

- Senses: Delete "darkvision 60 ft." Nothing Svevenka has grants this ability. The nymph doesn't have it, and the icy template doesn't grant it.

- Aura: Change the DC of blinding beauty from "27" to "29". The Ability Focus (blinding beauty) feat wasn't taken into account.

- Speed: Something kind of funny happened when Svevenka was being designed. Someone looked at the nymph speed entry while their brain was on autopilot and changed her swim speed into a climb speed. For anyone who might argue it may have intentional, she has the water subtype, which guarantees a swim speed. This change did something funny to her skills, too, which I'll mention when I get down there. For now, change "climb 20 ft." to "swim 20 ft."

- Spell-Like Abilities: As mentioned earlier, Svevenka is missing the icicle ability granted her by the Water (Ice) domain. Add the following line after her Spell-Like Abilities entry:
"Domain Spell-Like Abilities (CL 15th; concentration +21)
9/day - icicle (1d6+7 cold, 30 ft. touch)"

- Spells: Also mentioned earlier, Svevenka's domain spells were a little goofed up because the designer was looking at the Weather domain instead of the Water domain when putting in domain spells that weren't altered by the Ice subdomain. Also, at some points a superscript "D" was left out indicating some spells were domain spells. This is important when figuring out which spells can be spontaneously transformed into summon nature's ally spells. In any case, the following spells need changing:
8th-level -> Change "whirlwind" to "horrid wilting". Also add a superscript "D" to the end indicating it's a domain spell.
7th-level -> Add a superscript "D" to the end of "freezing sphere".
6th-level -> Change "control winds" to "cone of cold (DC 22)".
5th-level -> Nothing to change here.
4th-level -> Add a superscript "D" to the end of "control water". Also, change "sleet storm" to "ice storm" and delete the superscript of "D".
3rd-level -> Change "call lightning" to "water breathing". Change "water walk" to a different spell since druid's don't get access to it. "Sleet storm" makes the most sense.

Nothing wrong with 2nd-, 1st-, or 0-level spells.

- Skills: As I mentioned above, when the designer accidentally changed Svevenka's swim speed into a climb speed, they altered how those 2 skills are calculated. Rather than the +8 bonus going into Swim, it went into Climb instead, which was then calculated with 0 ranks entered. The short version of this story is that Svevenka needs to change Climb from "+12" to "+15". The reason for this is because after you move the racial bonus from Climb to Swim, Climb gets ranks and then gets its class skill bonus. Alternatively you could go for broke and abandon Climb all together in favor of Swim. If that's the case, then you'd change Climb to "+4" and Swim to "+26". Now that I think about it, I think I like this latter solution better since it fits her theme more.

- Languages: If they can speak, creatures with the icy template get Aquan as a bonus language. Add it to Svevenka.

- SQ: Delete the second mention of wild empathy, the one with the +21 bonus (the one with the +31 bonus is correct).

Grand Lodge

Pg. 319 - Svevenka (New Advanced Bestiary updates)

After you make the adjustments I listed above, you can make the following additional adjustments to get her in line with the new Advanced Bestiary rules:

- Change the page reference of the Advanced Bestiary from "150" to "177".

- Delete "augmented fey" from the creature's subtype list.

- Change the hp line to read as follows:
"hp 264 (16 HD; 8d10+8d8+184)"

- Depending on which solution you chose to implement to the Climb skill that I mentioned in my post before this one, either change Climb to "+10" (if you chose to add ranks to Climb to fill the missing racial bonus) or change it to "-1" (if you chose to abandon Climb and leave it rank-less like the designers did).

- Add "Auran" to the list of languages.

- Add "icewalking" and "icy body" to her list of special qualities.

- In the Special Abilities section, add the following two abilities:
"Icewalking (Ex) Svevenka can move across icy surfaces without penalty and doesn't need to make Acrobatics checks to run or charge on ice. She can also climb any icy surface as if she had cast spider climb.

Icy Body (Ex) Any creature that makes a natural or unarmed attack against Svevenka takes 1d6 points of cold damage. Creatures grappling her also take this damage in addition to the damage from her cold aura ability."

- In the Ice Mastery special ability, delete the last sentence.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

What is this "new advanced bestiary" everyone keeps talking about?


It's a Green Ronin product. It contains a lot of templates afaik which were/are used extensively by Paizo to modify monsters.
You can see it here.

Ruyan.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
RuyanVe wrote:

It's a Green Ronin product. It contains a lot of templates afaik which were/are used extensively by Paizo to modify monsters.

You can see it here.

Ruyan.

Ah! Thanks. I missed that one.

Grand Lodge

Yes, it should be noted that this is a recent re-release of an older product that Green Ronin made for D&D 3.0. Rise of the Runelords originally utilized some of the templates from that book, namely the creatures I posted above. When the Anniversary Edition released, they went back to the old 3.0 book and used them again. Now that the Pathfinder-specific update to it has been released, I thought it'd be nice to throw up changes to these creatures in case people want a pure-Pathfinder experience.


Appreciated, as always, Strife!

Ruyan.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Very much appreciated indeed. I'm gonna have to get this book. :-)

Grand Lodge

Strife2002 wrote:

Pg. 319 - Svevenka

...

- Senses: Delete "darkvision 60 ft." Nothing Svevenka has grants this ability. The nymph doesn't have it, and the icy template doesn't grant it.

Whoops, ignore this. Icy template turns her into an outsider which does grant darkvision.


Pg. 397 - Razmus
Damage for the earth breaker is reported as 2d6 so it an M-sized earth breaker. The damage modifier is correct only if he is wielding it one-handed (otherwise it is +13).
However is attack modifier will be +18/13 (10 BAB + 8 STR + 1 magic + 1 W focus -2 Inappropriately Sized Weapon)

Grand Lodge

Bri74 wrote:

Pg. 397 - Razmus

Damage for the earth breaker is reported as 2d6 so it an M-sized earth breaker. The damage modifier is correct only if he is wielding it one-handed (otherwise it is +13).
However is attack modifier will be +18/13 (10 BAB + 8 STR + 1 magic + 1 W focus -2 Inappropriately Sized Weapon)

Good catch, yeah I think it's just the damage dice that are wrong. I'd make it 3d6 instead.


Strife2002 wrote:

Pg. 262 - Xyoddin Xerriock

Saves: All saves are randomly +2 higher than they should be. Reduce them all by -2.

Attacks: Kind of a mess. Melee and ranged attacks are 2 points too high, melee and ranged damage is 1 point too high, bite isn't factoring in the fact that a weapon attack is being used in conjunction with it. There also might be a slam attack missing. The ravenous template adds a bite attack as a creature 2 sizes bigger, or increases the creature's already-existing bite attack by 2 size categories. His dread zombie template, however, adds a slam natural attack as a creature 1 size bigger if there are no other natural attacks, AND a bite natural attack one size SMALLER. It wouldn't really be a stretch to say that maybe this guy should have a slam attack, if dread zombie template were added in first. It's really up to the GM, but I'd allow it. I'll include that slam down below in my changes for anyone who wants to add it. The bite attack gets interesting. Does the ravenous template's 2-size-category-bigger bite trump the one from dread zombie template? Or do they combine to form a net gain of 1 size category larger? I'm willing to go with the latter.

I think you are forgetting to add in the +1 to attack, damage, and saves from the desecrate aura to his numbers, and the +1 to attack, saves, and skills from being in an allied wing of Runeforge. Writing up his character sheet has been kind of mind numbing, I had forgotten about the Runeforge bonuses myself at first.

Your account of the racial modifiers has been greatly helpful, I hadn't had those numbers and was supremely lost. Adding them still doesn't completely fix the numbers, he still has way too many skill points, as you mentioned, but I now have less to fix. So, thank you.


ZenthaneX wrote:
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.

I saw that too, so I replaced it with air geyser.


On page 58, the second paragraph about D15, Research Room, refers to "The secret door to the east..." - this should be "...to the west..."

Grand Lodge

Syllephia wrote:
Strife2002 wrote:

Pg. 262 - Xyoddin Xerriock

Saves: All saves are randomly +2 higher than they should be. Reduce them all by -2.

Attacks: Kind of a mess. Melee and ranged attacks are 2 points too high, melee and ranged damage is 1 point too high, bite isn't factoring in the fact that a weapon attack is being used in conjunction with it. There also might be a slam attack missing. The ravenous template adds a bite attack as a creature 2 sizes bigger, or increases the creature's already-existing bite attack by 2 size categories. His dread zombie template, however, adds a slam natural attack as a creature 1 size bigger if there are no other natural attacks, AND a bite natural attack one size SMALLER. It wouldn't really be a stretch to say that maybe this guy should have a slam attack, if dread zombie template were added in first. It's really up to the GM, but I'd allow it. I'll include that slam down below in my changes for anyone who wants to add it. The bite attack gets interesting. Does the ravenous template's 2-size-category-bigger bite trump the one from dread zombie template? Or do they combine to form a net gain of 1 size category larger? I'm willing to go with the latter.

I think you are forgetting to add in the +1 to attack, damage, and saves from the desecrate aura to his numbers, and the +1 to attack, saves, and skills from being in an allied wing of Runeforge. Writing up his character sheet has been kind of mind numbing, I had forgotten about the Runeforge bonuses myself at first.

Your account of the racial modifiers has been greatly helpful, I hadn't had those numbers and was supremely lost. Adding them still doesn't completely fix the numbers, he still has way too many skill points, as you mentioned, but I now have less to fix. So, thank you.

I'm gonna go back and look at Xyoddin and Ordikon because while I'm pretty sure I didn't forget the descrate aura, you were right that I totally missed the bonuses from the runeforge! What's frustrating is that I suspected there may be some sort of bonus granted by the runeforge, I couldn't locate it in the text anywhere. Just found it an hour ago or so >_<

Grand Lodge

Pg. 262 - Xyoddin Xerriock

OK! In light of Syllephia pointing out to me that I forgot some static bonuses coming from the environment, I went back and looked over this guy and came to some new conclusions. Ignore the post I made above about this guy and instead make the following changes (some of these are new as I discovered other stuff on my second time through):

These are corrections to his stat block::
> In the type line, delete "(human)".

> Favored class wasn't done. Change the hp line to read as follows:
"hp 227 (13 HD; 9d8+4d8+165); fast healing 10". Change the hp in the header, as well.

> In the speed line, add "(can't run except sprint)" at the end.

> In the melee entry, reduce the attack bonus for the bite from "+18" to "+13" and reduce the damage bonus from "+11" to "+4". This is to account for the fact that he's using a natural weapon and a manufactured weapon at the same time.

> In the skills entry, 1 skill point hasn't been spent yet. If you want to apply it to a skill he already has ranks in, then there's still room in Climb, Escape Artist, Intimidate, Perform (string), Stealth, or Survival.

> In the special abilities section, add the following special ability:
"Echoes of Humanity (Ex) Even though he's undead, Xyoddin's ravenous template abilities (cannibalistic healing, favored prey, and hungry special attacks) function as if he was still of the humanoid (human) type."

> In the sprint special ability, change the frequency he can use this ability from "once per day" to "once per hour".

> Unnatural Aura, as it's written in the stat block, is using mechanics that seem to be holdovers from 3.5 D&D. In Pathfinder, however, unnatural aura is supposed keep all animals at bay but they can move into the aura if their masters can perform a DC 25 Handle Animal, Ride, or wild empathy check. It's up to you if you want to consider this holdover text and change it to function like Pathfinder handles it.

If you want to use the changes from the NEW Advanced Bestiary, make the adjustments from the spoiler above FIRST, then do the following::
> In the header, change the CR from "13" to "14" and change the XP from "25,600" to "38,400".

> In the reference line, change the page numbers from "105, 211" to "121, 242".

> Change the alignment from "CE" to "NE".

> Change the hp line to read as follows:
"hp 252 (15 HD; 9d8+4d8+2d8+189); fast healing 10". Change the hp in the header, as well.

> Change the Will save from "+11" to "+14".

> In the Offense section, increase all attack bonuses by an additional +1.

> In the Melee line, change the damage dice for the bite attack from a d4 to a d6.

> In the special attacks line, add "hungry frenzy (10 rounds/day)".

> Change the base attack bonus from "+9" to "+10".

> Change CMB from "+18 (+20 grapple)" to "+19 (+21 grapple)".

> Change CMD from "33 (35 vs. grapple)" to "34 (36 vs. grapple)".

> Add a feat of your choosing.

> Add 12 skill points. Don't forget to change the Senses line above if you put any into Perception.

> In the Special Abilities section, add the following ability:
"Hungry Frenzy (Ex) Xyoddin can enter a rage similar to a barbarian's rage ability for 10 rounds per day, but only towards humans."

> In the Echoes of Humanity ability you added from the changes in the last spoiler, include hungry frenzy in the list of abilities it affects.

> In the brain consumption ability, change the DC from "23" to "32" and change the last sentence to read as "The save DC is Strength-based and uses Xyoddin's full HD rather than half of his HD". {AUTHOR'S NOTE: Nobody would fault you for not wanting to make this change. This is ridiculously powerful. Come on now, Green Ronin.}

> If you decide to keep Unnatural Aura the way it's written and don't want to revert it to how Pathfinder handles this ability typically, as talked about in the last spoiler, change the DC from "26" to "27".

Grand Lodge

Pg. 269 - Ordikon, the Mithral Mage

Like Xyoddin above, this guy's hanging out in an allied wing of the runeforge and I didn't take into account those bonuses in my write-up a few posts up. Again, ignore EVERYTHING from that original post and use this solely:

These are corrections to his stat block:
> The bonus from false life was apparently added twice (almost as if someone saw "extended" and doubled the potency rather than the duration). In any case, change hp to read as follows:
"hp 154 (13d6+106)"
Change the hp in the header, as well.

> In the defensive abilities line, change "medium fortification (75%)" to "heavy fortification (75%)".

> In the defensive abilities line, add "DR 10/adamantine" to account for the casting of stoneskin mentioned in the Before Combat tactics.

> In the defensive abilities line, delete "electricity 30". The stat -block erroneously puts this here as if he's cast resist energy when in reality he cast protection from energy. Therefore...

> In the Defensive Abilities line, add "Immune electricity (120 pts.)".

> In the Speed line, change "40 ft." to "60 ft."

> In the Melee line, adjust the slam attack to account for the fact that the stat block lists it as being used WITH the manufactured weapon attacks. It needs to be treated as a secondary attack, so when doing so, it should read as follows:
"slam +4 (1d6+1)"
Otherwise the values in the book are correct if using the slam attack by itself.

> In the Spells Prepared section, in the 6th-level spells, delete "quickened mirror image" and replace with something else. As a Thassilonian transmuter, Ordikon is cut off from the illusion school.

> In the Spells Prepared section, in the 4th-level spells, add a spell of your choosing that isn't an enchantment or illusion spell.

> In the During Combat tactics, in the last sentence, delete "along with a quickened mirror image."

> Change CMB from "+8" to "+9". The bonus from the runeforge was omitted.

> In special abilities, change "Medium Fortification (Ex)" to "Heavy Fortification (Ex)". The ability isn't actually upgraded at all, but this correction matches the format that Pathfinder uses.

If you want to use the changes from the NEW Advanced Bestiary, make the adjustments from the spoiler above FIRST, then do the following:
> In the Offense section, add the following line after the Melee line:
"Special Attacks mithral limbs"

> In the Melee line, change the damage die for the slam attack from a d6 to a d8.

> In the Special Abilities section, add the following ability:
"Mithral Limbs (Ex) Ordikon's slam attack and grapple deal damage as mithral weapons, overcoming damage reduction just as a mithral weapon would."

Dark Archive

I just noticed that Karzoug's caster level for his abilities is off. He is a 20th level Transmuter wearing the Robes of Xin-Shalast. These robes provide the wearer a +1 to their caster level when casting spells. Unless I'm missing something there, this should update his caster level to 21 and concentration check to +34 for his prepared spells. Can someone confirm this? Thanks.

Grand Lodge

ckdragons wrote:
I just noticed that Karzoug's caster level for his abilities is off. He is a 20th level Transmuter wearing the Robes of Xin-Shalast. These robes provide the wearer a +1 to their caster level when casting spells. Unless I'm missing something there, this should update his caster level to 21 and concentration check to +34 for his prepared spells. Can someone confirm this? Thanks.

I think they left it out to avoid confusion because it's not a flat bonus to CL, but rather something specific (casting spells)? I dunno, but I see you're point. In any case, because it's only for "casting spells" and not other stuff CL is tied to, it wouldn't apply to his concentration check.


Additional corrections for Lucrecia:


  • The following spells should add +2 to their DCs from her fey bloodline arcana: hold person (s/b DC 21), daze (s/b DC 19)
  • Her Acrobatics should be +23 (she should get a +4 racial bonus from the Lamia Matriarch errata from Bestiary 2)
  • She has 4 unspent skill points (unless I'm doing something wrong, but I've gone through her skills three times now and this is the number I keep coming up with)
  • She should have seven languages (4 starting + 3 from Linguistics) but she only has six listed. (I gave her Varisian as the extra language.)

Grand Lodge

Gigigidge wrote:

Additional corrections for Lucrecia:


  • The following spells should add +2 to their DCs from her fey bloodline arcana: hold person (s/b DC 21), daze (s/b DC 19)
  • Her Acrobatics should be +23 (she should get a +4 racial bonus from the Lamia Matriarch errata from Bestiary 2)
  • She has 4 unspent skill points (unless I'm doing something wrong, but I've gone through her skills three times now and this is the number I keep coming up with)
  • She should have seven languages (4 starting + 3 from Linguistics) but she only has six listed. (I gave her Varisian as the extra language.)

Right on all counts. Additionally, she should probably have her skill with Use Magic Device mentioned since lamia matriarch's have a +4 racial bonus in them. In fact, that's exactly where I've decided to spend those 4 unspent skill points (since it's a trained only skill anyway), resulting in a UMD bonus of +18 (4 points + 3 class + 4 racial + 7 CHA).


Strife2002 wrote:
Gigigidge wrote:

Additional corrections for Lucrecia:


  • The following spells should add +2 to their DCs from her fey bloodline arcana: hold person (s/b DC 21), daze (s/b DC 19)
  • Her Acrobatics should be +23 (she should get a +4 racial bonus from the Lamia Matriarch errata from Bestiary 2)
  • She has 4 unspent skill points (unless I'm doing something wrong, but I've gone through her skills three times now and this is the number I keep coming up with)
  • She should have seven languages (4 starting + 3 from Linguistics) but she only has six listed. (I gave her Varisian as the extra language.)
Right on all counts. Additionally, she should probably have her skill with Use Magic Device mentioned since lamia matriarch's have a +4 racial bonus in them. In fact, that's exactly where I've decided to spend those 4 unspent skill points (since it's a trained only skill anyway), resulting in a UMD bonus of +18 (4 points + 3 class + 4 racial + 7 CHA).

Hmmmm...I don't know what I did with them (I think I distributed them among other unmaxed skills), but I like your idea better. I'm moving them there.

Dark Archive

Embers (Advanced Dire Bear): This creature is listed as size Huge. Is this correct? Dire bears are Large and the Advanced template doesn't increase a creature's size.


ckdragons wrote:

Embers (Advanced Dire Bear): This creature is listed as size Huge. Is this correct? Dire bears are Large and the Advanced template doesn't increase a creature's size.

If it helps: the Giant Creature Template gives roughly the same numbers.

Ruyan.

Grand Lodge

Embers' stats are correct. In addition to having the advanced simple template, he also has 15 HD. That's 5 more than the standard dire bear, and according to the rules for monster advancement, if a creature gets at least a 50% increase to its total HD, it increases in size.


Popping back to Lucrecia, since she doesn't have Double Slice, should her offhand actually be doing 1d4+3 damage?

Grand Lodge

Yeah. Looks like somebody's mentioned it here cause I have the change in my list already.

Dark Archive

Strife2002 wrote:
Yeah. Looks like somebody's mentioned it here cause I have the change in my list already.

Any chance that you can make this list public? ;)

Grand Lodge

hehe, sure, give me a day to compile it and I'll throw it up.


Strife2002 wrote:
hehe, sure, give me a day to compile it and I'll throw it up.

Would love to see that list also ;)

Grand Lodge

Demonknight wrote:
Strife2002 wrote:
hehe, sure, give me a day to compile it and I'll throw it up.
Would love to see that list also ;)

Don't worry I haven't forgotten this. It's taking me a little longer than anticipated because I'm formatting it for HTML.


Strife2002 wrote:
Bri74 wrote:

Pg. 397 - Razmus

Damage for the earth breaker is reported as 2d6 so it an M-sized earth breaker. The damage modifier is correct only if he is wielding it one-handed (otherwise it is +13).
However is attack modifier will be +18/13 (10 BAB + 8 STR + 1 magic + 1 W focus -2 Inappropriately Sized Weapon)
Good catch, yeah I think it's just the damage dice that are wrong. I'd make it 3d6 instead.

If you take the damage notation as erroneous and the weapon as large (I´d guess so also, as I think it would be noted if the equipment size is not correct for the creature.), then it would be a two-handed weapon. So Attack should be +20/+15 then, and Damage 3d6+13. (Beware of Razmus power attacking for another 9 points of damage, and vital striking for 6d6 damage...)

Was it noted already that the damage notation for Barl Breakbones is wrong? (p. 179) The weapon damage is give as 2d8. He also wields an earthbreaker, so if the weapon was the right size, it should be 3d6. The damage bonus seems to indicate that he is wielding it two-handed, so it should be a large weapon. His attack bonus should be +12 BAB +9 STR +1 Masterwork +1 Weapon Focus = +23/+18/+13

Grand Lodge

Stebehil wrote:
Strife2002 wrote:
Bri74 wrote:

Pg. 397 - Razmus

Damage for the earth breaker is reported as 2d6 so it an M-sized earth breaker. The damage modifier is correct only if he is wielding it one-handed (otherwise it is +13).
However is attack modifier will be +18/13 (10 BAB + 8 STR + 1 magic + 1 W focus -2 Inappropriately Sized Weapon)
Good catch, yeah I think it's just the damage dice that are wrong. I'd make it 3d6 instead.

If you take the damage notation as erroneous and the weapon as large (I´d guess so also, as I think it would be noted if the equipment size is not correct for the creature.), then it would be a two-handed weapon. So Attack should be +20/+15 then, and Damage 3d6+13. (Beware of Razmus power attacking for another 9 points of damage, and vital striking for 6d6 damage...)

Was it noted already that the damage notation for Barl Breakbones is wrong? (p. 179) The weapon damage is give as 2d8. He also wields an earthbreaker, so if the weapon was the right size, it should be 3d6. The damage bonus seems to indicate that he is wielding it two-handed, so it should be a large weapon. His attack bonus should be +12 BAB +9 STR +1 Masterwork +1 Weapon Focus = +23/+18/+13

Yeah I have damage listed as 3d6+13. The attack scores, however, are correct in the book at +19/+14. Don't forget to -1 for Razmus' size.

As for Barl, yeah I had the weapon damage corrected to 3d6 already. Again, attack values are correct. Large creatures take a -1 to hit.


Oh yeah, I forgot about the size mod. My bad. Thanks for pointing it out.

And thanks a lot for collecting all these errors. I´ll have a closer look at the errata for the third chapter in the next few days, as my group is about to tackle the Hook Mountain clanhold next session. I appreciate your (and all the others) work here very much.

Dark Archive

Strife2002 wrote:
Don't worry I haven't forgotten this. It's taking me a little longer than anticipated because I'm formatting it for HTML.

:)) Any update? :)) So, anxiously waiting for this. :))

Grand Lodge

Well, I finished, and I'm trying to submit, but it keeps saying Paizo.com is having trouble with my request. Either they're experiencing technical difficulties, or my post is so big I'm breaking it :p I'll give them a bit.

EDIT: I'm going to attempt to split up the errata into two parts.

Grand Lodge

13 people marked this as a favorite.

*DEEP BREATH*

OK! Sorry for the delay everybody. I got a nasty virus on my computer and ended up losing my entire list, forcing me to make it again from scratch o.O. In doing this, however, I noticed a few new errors (albeit minor ones) and some we thought were errors and it turns out we were mistaken. Because of this, even if you think got everything you may want to compare notes with what I've written in the spoiler tag below.

I apologize if the formatting of this is hard to read, I tried to make it legible and user-friendly!

Also, it looks like Paizo is having trouble processing the whole thing, so I'm splitting it into two posts.

Full list of Rise of the Runelords: Anniversary Edition errata (Part 1):
PG. 16
* Goblins stat block
-> in the header, change "HP 6 each" to "HP 7 each". The stat block is referencing the one found in the first Bestiary, which didn't include the favored class bonus.

PG. 17
* Goblins stat block
-> in the header, change "HP 6 each" to "HP 7 each". The stat block is referencing the one found in the first Bestiary, which didn't include the favored class bonus.

* Goblin warchanter stat block
-> Change CMB from "-2" to "-1". This change reflects the fact that inspire courage is factored into the stat block. This will revert back to -2 after 5 rounds have passed (and bardic performance has ended).
-> Add a spell component pouch to this creature's gear.

PG. 18
* Goblin commando stat block
-> Change Will save from "+2" to "+1".
-> Change the masterwork horsechopper's damage to "(1d8+1/x3)".
-> After the Ranged line, add the following line:
"Space 5 ft.; Reach 5 ft. (10 ft. with horsechopper)"
-> In the Skills line, change the bonus on Ride checks from "+9" to "+10" and change the bonus to Stealth checks from "+13" to "+14".

* Goblins stat block
-> in the header, change "HP 6 each" to "HP 7 each". The stat block is referencing the one found in the first Bestiary, which didn't include the favored class bonus.

PG. 20
* Ven Vinder stat block
-> {NOT AN ERROR} It's worth mentioning that Ven's stats already have Power Attack factored in. This is worth mentioning because this breaks the norm for how stat blocks are usually printed, and his tactics say he uses Power Attack. A GM not looking too carefully might accidentally apply the effects of Power Attack twice, as a result.

PG. 24
* Gresgurt stat block
-> Change the dagger damage to "(1d3+1/19-20)".

PG. 26
* Shalelu Andosana stat block
-> Change her type from "humanoid" to "humanoid (elf)"
-> In her defensive abilities, add "Immune sleep".
-> In her ranged line, change her bow's damage to "(1d8+2/x3)".
-> In her feats, change her Weapon Focus from "composite longbow" to just "longbow". This is the correct format, as Weapon Focus (longbow) covers both standard longbows and their composite forms.
-> In her skills, change her bonus to Stealth checks from "+15" to "+12".
-> {NOT AN ERROR; AUTHOR'S SUGGESTION} Shalelu isn't getting anything out of her elven magic ability. GMs may want to consider replacing it with one of the alternate racial traits that can replace elven magic, such as silent hunter (see Advanced Race Guide).
-> In her list of other gear, change "+1 composite longbow" to "+1 composite longbow [+1]".

PG. 31
* Goblins stat block
-> in the header, change "HP 6 each" to "HP 7 each". The stat block is referencing the one found in the first Bestiary, which didn't include the favored class bonus.

* Tsuto Kaijitsu stat block
-> In the defensive abilities line, add "Immune sleep".
-> In Tsuto's skills, several things need doing:
~ Change bonus to Disable Device from "+10" to "+13".
~ Change bonus to Perform (wind) from "+4" to "+6" to account for the masterwork flute.
~ Earlier in the adventure, Tsuto writes a letter to Ameiko in Minkaian, but doesn't have the language for it. The easiest change to make for this to fit with the rules is to reduce one of his skills by 1 and put that point into Linguistics, resulting in a Linguistics bonus of +5. {AUTHOR'S NOTE: I chose to reduce Disguise, bringing it down to a +5 bonus.}
-> Add "Minkaian" to Tsuto's list of languages, as part of the change mentioned in skills above.
-> In Tsuto's other gear, change "composite shortbow" to "composite shortbow [+1]".

PG. 36
* Koruvus stat block
-> As a 2nd-level fighter, Koruvus should have 1 standard feat and 2 combat feats, but it's reversed. Either Great Fortitude or Toughness needs to be replaced with a combat feat. {AUTHOR'S NOTE: I replaced Great Fortitude with Combat Reflexes, reducing Koruvus' Fort save from "+8" to "+6". If you choose Toughness instead, then his hp line should instead say "23 (2d10+8)".}
-> In Koruvus' melee line, change the silver dagger's damage to "(1d4/19-20)". The fact that silver weapons deal -1 damage than normal wasn't taken into account.
-> Also in the melee line, change the masterwork handaxe's attack bonus from "+3" to "+4".
-> In Koruvus' feat list, change "Two-Weapon Fighting" to "Multiweapon Fighting".

PG. 38
* Erylium stat block
-> Quasit's have poison in their claws, but Erylium's stat block doesn't list the stats on this poison. Here they are below, adjusted for Erylium's stats:
"Poison (Ex) Claw - injury; save Fortitude DC 14; frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves."

PG. 39
* Erylium stat block (cont.)
-> In Erylium's languages, add Common and one of your choosing. Common is necessary because she needed a common language with Nualia in order to tutor her. For those who are sticklers for verisimilitude, her knowing Common can be explained by learning it from her Wren familiar, whom she regularly sent into the outside world.
-> Add a spell component pouch to Erylium's gear.

PG. 41
* Thistletop Map
-> The map markers for C25 and C26 are swapped.

PG. 43
* Goblin refugees stat block
-> In the header, change the hp block from "HP 5 each" to "HP 7 each".

* Tangletooth stat block
-> Tangletooth is missing his one ability point for having reached 4 HD. {AUTHOR'S NOTE: I chose to put it into Strength, bringing it to a score of 18. Putting it here makes the most sense and is the most useful. My corrections below to the melee line, CMB, CMD, and the Climb skill reflect this change.}
-> In the Defense section, after the saves line, add the following line:
"Defensive Abilities evasion"
-> Change the melee line to read as follows:
"Melee bite +7 (1d6+4 plus trip), 2 claws +7 (1d3+4)"
-> Change CMB from "+6" to "+7".
-> Change CMD from "22 (26 vs. trip)" to "23 (27 vs. trip)".
-> In the Skills line, change the bonus to Climb from "+7" to "+8".
-> Tangletooth doesn't have the tricks he knows mentioned. {AUTHOR'S NOTE: I chose Attack, Defend, Down, Fetch, Heel, Seek, Stay, and Track as his tricks.}

* Gogmurt stat block
-> In the header, change the HP block to instead say "HP 40".
-> Change the hp line to instead say "40 (5d8+14)".

PG. 44
* Gogmurt's stat block (cont.)
-> In the melee line, delete "plus" from flame blade's damage.
-> In Gogmurt's gear, add "sling bullets (10)" and "spell component pouch".

PG. 46
* Thistletop goblins stat block
-> In the header, change the HP block to instead say "HP 7 each".

* Thistletop goblins stat block (again)
-> In the header, change the HP block to instead say "HP 7 each".

* Thistletop goblins stat block (YES, AGAIN)
-> In the header, change the HP block to instead say "HP 7 each".

PG. 49
* Thistletop Warchanter stat block
-> In the warchanter's gear, add a spell component pouch.

PG. 53
* Bruthazmus stat block (cont.)
-> In Bruthazmus' feats, change the weapon Weapon Focus is applied to from "composite longbow" to just "longbow". Composite longbows are covered by this, as well.
-> In Bruthazmus' gear, change "mwk composite longbow" to "mwk composite longbow [+4]".

* Thistletop Goblins Wives stat block
-> In the header, change the hp block to say "HP 7 each".

PG. 55
* Orik Vancaskerkin stat block
-> In Orik's gear, change "composite longbow" to "composite longbow [+3]".

PG. 57
* D12 Chapel to Lamashtu (CR 5) description (cont.)
-> In the second paragraph, the first sentence says when Nualia leads a service here, she prepares a desecrate spell instead of a cat's grace spell. Clerics don't get access to cat's grace, so she couldn't prepare that spell even if it weren't days she holds service (more on that below in the corrections to her stat block).

PG. 59
* Lyrie Akenja stat block
-> In Lyrie's feats, add a superscript of "B" to her Alertness feat, indicating it's a bonus feat she has for having her familiar close by.
-> Add a spell component pouch to her gear.

PG. 61
* Nualia stat block
-> In the header, change the hp block to "HP 49".
-> In Nualia's AC line, she has fury of the Abyss factored in even though it isn't factored in anywhere else in her stat block. To keep her AC line in sync with the rest of her stats, it should be changed to:
"AC 20, touch 13, flat-footed 19 (+7 armor, +2 deflection, +1 Dex)".
Remember that these values are only accurate if she's able to drink her potion of cat's grace (see below) and cast shield of faith before battle. Otherwise her AC would be "16, touch 9, flat-footed 16". When she uses fury of the Abyss, then the values listed in the book are accurate.
-> Nualia's hp line already has false life factored in, even though she activates her Sihedron medallion in her during combat section, not before combat. Therefore, GMs may accidentally add false life twice. Her hp line should be changed to:
"hp 49 (6 HD; 4d8+2d10+16)"
-> Change her speed from "30 ft." to "20 ft." to account for her armor.
-> In Nualia's 2nd-level spells, replace cat's grace with another spell since cleric's can't prepare that spell. James Jacobs suggests a second casting of cure moderate wounds. Remember that on days she holds service, she prepares desecrate instead.
-> Nualia has the Demon subdomain, but it's unclear if this subdomain is modifying the Chaos domain or the Evil domain (this will matter later on, if Nualia were to escape and face the PCs with more levels in cleric). If the original version of Rise of the Runelords is any indication, it's replacing the Evil domain.
-> In the Before Combat section, remove text saying she casts cat's grace. Instead, she drinks a potion of it before combat (see below).

PG. 62
* Nualia stat block (cont.)
-> In Nualia's during combat section, the third sentence says she activates her ferocious strike on the first six successful hits. This phrasing implies that a character can activate ferocious strike after an attack has been rolled and determined to be a success. The ability description, however, seems to say that the ability must be used before the attack roll, thereby wasting a use of it on a miss.
-> In her Base Statistics section, add "Init: -1".
-> In Nualia's feats, she doesn't qualify for Power Attack. Replace it with another. {AUTHOR'S NOTE: I replaced it with Step Up.}
-> In Nualia's gear, add a potion of cat's grace to her gear. She imbibes this potion as part of her Before Combat tactics, but if she doesn't have time to then this potion would still be in her gear.
-> In Nualia's gear, also add a spell component pouch.
-> In Nualia's gear, change "masterwork composite longbow" to "masterwork composite longbow [+3]".
-> In Nualia's special abilities, in the description of her subdomains, in the second sentence, change "+2 bonus" to "+2 enhancement bonus". This distinction is important, as it won't stack with her +1 bastard sword but will instead replace it (so, a net gain of +1).

PG. 64
* Malfeshnekor stat block
-> In his during combat tactics, delete "casting rage on the first round of combat." In Pathfinder, greater barghests no longer get rage as a spell-like ability.

PG. 79
* Gortus and Gurnak stat block
-> In the header, change the HP block to "HP 11 each". In the first bestiary, which this stat block references, favored class bonuses weren't factored in.
-> {NOT AN ERROR; AUTHOR'S SUGGESTION} Gortus and Gurnak are tieflings, and therefore have an ability called fiendish sorcery that they aren't getting any use out of because they aren't sorcerers. GMs who want to maximize the effectiveness of these enemies could replace this racial trait with one from the Advanced Race Guide. {AUTHOR'S NOTE: I replaced fiendish sorcery with prehensile tail, removed the two potions of cure light wounds from Erin Habe's stat block (pg. 80), and gave one to each of the tieflings.}

* Pidget Tergelson stat block
-> In the header, change the HP block to "HP 22". In the first bestiary, favored class bonuses weren't added in.
-> In the Melee line, change the bite damage to "(1d6+3 plus filth fever and curse of lycanthropy)". The change to the damage die is due to the fact that 1d4 is for Small creatures, while in hybrid form a wererat is medium and would have a d6 for its bite.

PG. 80
* Erin Habe stat block
-> In the header, change the HP block to "HP 22".
-> In the hp line, change the total hp from "25" to "22".
-> In the offense section, add the following line after the melee line:
"Ranged mwk dagger +5 (1d4+1/19-20)"

PG. 81
* Erin Habe stat block (cont.)
-> {NOT AN ERROR; AUTHOR'S SUGGESTION} If you followed my suggestion for Gortus and Gurnak mentioned above, then Erin Habe won't have the two potions of cure light wounds in his gear.

PG. 82
* Caizarlu Zerren stat block
-> In the Spells Prepared section, at the end, delete his line about his opposition schools and replace it with the following:
"Thassilonian Specialty Necromancy; Opposition Schools Abjuration, Enchantment".
-> In his gear, add a spell component pouch and a dart (as a focus for the acid arrow spell).
-> In his gear, in his money, change "14 gp" to "14 sp".

PG. 107
* The Skinsaw Man stat block
-> Change his alignment from "CN" to "CE".
-> Delete "(human)" from his creature type. Undead don't receive humanoid subtypes.

PG. 113
* Skinsaw Cultist stat block
-> The skinsaw cultists have the Selective Channeling feat, but they don't qualify for it. Replace it with another feat. {AUTHOR'S NOTE: I replaced it with the Toughness feat. My corrections to hp below reflect this.}
-> In the header, change the HP block to "HP 24 each"
-> In the hp line, change it to "24 (3d8+8)".
-> In the melee line, the war razor's damage says 1d4+2, but in reality it's 1d4+1 and an extra point of damage is dealt to living creatures, so essentially it's correct as written as chances are the PCs are all living creatures. This will matter, however, in case one of the PCs is a necromancer and brings some undead into the fight.

PG. 114
* Skinsaw cultist stat block (cont.)
-> In the feats line, change "Martial Weapon Proficiency" to "Martial Weapon Proficiency (war razor)".

PG. 115
* Skinsaw cultist stat block
-> In the header, change the HP block to "HP 24 each". This change reflects a decision made above where Selective Channeling was replaced with Toughness.

PG. 115
* Skinsaw cultist stat block (again)
-> In the header, change the HP block to "HP 24 each". This change reflects a decision made above where Selective Channeling was replaced with Toughness.

PG. 116
* Skinsaw cultist stat block
-> In the header, change the HP block to "HP 24 each". This change reflects a decision made above where Selective Channeling was replaced with Toughness.

PG. 117
* Justice Ironbriar stat block
-> In Spells Prepared, in 2nd-level spells, remove cat's grace and replace with a different spell (cleric's can't prepare this spell). {AUTHOR'S NOTE: I replaced it with a second casting of hold person.}
-> In the Before Combat tactics, delete "cat's grace". Add a sentence instead saying he drinks his potion of cat's grace.
-> In Ironbriar's gear, add a potion of cat's grace and a spell component pouch. The potion will be drank as part of his before combat tactics, however if he's surprised he may not have time to drink it, and therefore would have it on his body when killed.

PG. 121
* Scarecrow stat block
-> In the offense section, add the following line at the end:
"Weaknesses open mind"
-> According to James Jacobs, the scarecrow's scythe is sized for a Medium creature, and therefore is applying a penalty to his attack roll (which is already factored in). Bear this in mind when PCs loot this creature, as the scythe they find could be sized just right for them.
-> In the melee line, change the +1 scythe's damage to "(2d4+8/x4)".

PG. 122
* Scarecrow stat block (cont.)
-> In the feats line, change "Martial Weapon Proficiency" to "Martial Weapon Proficiency (scythe)".

PG. 124
* Xanesha stat block
-> Change the saves line to read as follow:
"Fort +9, Ref +18, Will +11; +2 vs. poison, +4 vs. visual effects"
-> Change the melee line to read as follows:
"Melee Impaler of Thorns +17/+12/+7 (1d8+8/19-20/x3 plus 1 Wisdom drain on first hit each round) or touch +16 (1d4 Wisdom drain)"
-> In the Special Attacks line, change "Wisdom drain" to "Wisdom drain (DC 23)". Note that a PC only gets a save against this attack when it's suffered via a successful hit from the Impaler of Thorns. They DO NOT get a save against this attack when it's directly from their touch attack.

PG. 132
{AUTHOR'S NOTE: Kibb is the animal companion for Jakardros, and thus his stats are directly correlated to whatever level Jakardros is. Kibb's stats, however, are too high and so are treating Jakardros as if he's of a higher level than he actually is. The following changes correct this.}
* Kibb stat block
-> In the header, change the HP block to "HP 32".
-> Change the AC line to read as follows:
"AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural)"
-> Change the hp line to "32 (5d8+10)".
-> Change the saves line to read as follows:
"Fort +6, Ref +11, Will +2"
-> Change the melee line to read as follows:
"Melee bite +7 (1d6+3 plus trip), 2 claws +7 (1d3+3)"
-> Change Kibb's Strength score from "18" to "17".
-> Change Kibb's Dexterity score from "21" to "20".
-> Change Kibb's Base Attack line to read as follows:
"Base Atk +3; CMB +6; CMD 22 (26 vs. trip)"
-> Because we're reducing HD by 1, Kibb needs to lose 1 rank in a single skill. {AUTHOR'S NOTE: I chose to reduce Stealth from "+10" to "+9".}
-> In the skill's line, change the bonus to Climb from "+9" to "+8" (this is because of the reduction to Strength and is not related to the loss of 1 rank to a single skill, as mentioned above).

PG. 135
* Crowfoot stat block
-> Crowfoot is missing a feat. Add one. {AUTHOR'S NOTE: I added Great Cleave}
-> In skills, change the bonus on Handle Animal from "+8" to "+4" to account for his ogrekin deformity.

PG. 137
* Mammy Graul stat block
-> In Mammy's creature type line, delete "human".
-> In Spells Prepared, in 4th-level spells, change the DCs of both bestow curse and contagion to "19".

PG. 138
* Mammy Graul stat block (cont.)
-> In Spells Prepared, in 3rd-level spells, change the DC of ray of exhaustion to "18".
-> In Spells Prepared, in 2nd-level spells, change the DC of both blindness/deafness and ghoul touch to "17".
-> In Spells Prepared, in 1st-level spells, change the DC of chill touch to "16".
-> In Spells Prepared, in 0-level spells, change the DC of touch of fatigue to "15".
-> In Spells Prepared, Mammy Graul has one too many 0-level spells prepared. Remove one.
-> In Feats, add a superscript of "B" next to Alertness, indicating it's a bonus feat she has thanks to her familiar being close by.
-> In Skills, change the bonus of Fly from "+8" to "+16", change the bonus from Intimidate from "+8" to "+11", and change the bonus to Perception from "+10" to "+13".

PG. 139
* Chuckles and Drooler stat block
-> These two guys don't qualify for their Improved Natural Attack (bite) feat. Replace with a different feat, preferably from the list of animal-friendly feats listed in the druid's animal companion section in the Core Rulebook. {AUTHOR'S NOTE: I chose to replace it with Alertness, increasing Sense Motive to +5 and Perception to +9.}
-> Change the damage for the bite attack to "(1d6+6)" to account for Improved Natural Attack (bite) being replaced.

PG. 143
* Vale Temros stat block
-> Vale has the Double Slice feat, but unfortunately doesn't qualify for it, as his bonus combat style feat (that he can ignore the prereqs for) is Two-Weapon Fighting. Replace with another feat. {AUTHOR'S NOTE: I chose Improved Initiative, raising initiative to +5.}
-> Change Vale's melee line to read as follows:
"Melee +1 battleaxe +10/+5 (1d8+7/x3), +1 handaxe +10 (1d6+3/x3)"

PG. 145
* Kaven Windstrike stat block (cont.)
-> In Kaven's gear, change "composite longbow" to "composite longbow [+0]".

PG. 149
* Ogre fighter stat block
-> In both the Senses line and the Skills line, change the bonus to Perception from "+5" to "+8".
-> In Special Attacks, change "weapon training (axes +1)" to "weapon training (polearms +1)".

PG. 154
* Jaagrath Kreeg stat block
-> In Defensive Abilities, change the DR from "2/-" to "1/-".
-> Change his speed from "40 ft." to "35 ft."
-> {NOT AN ERROR; CLARIFICATION} Jaagrath has iterative attacks with his javelins. Without the Quick Draw feat, the only way he's capable of throwing more than one in a round is if he starts the round with a javelin already in each hand.
-> In Special Attacks, after renewed vigor, change the bracketed text from "[1d8+9 hp]" to "[1d8+7 hp]".

PG. 155
* Jaagrath Kreeg stat block (cont.)
-> Change Jaagrath's Charisma score from "7" to "5".
-> In Skills, change the bonus to Intimidate from "+19" to "+18".
-> In Jaagrath's gear, add a few Large-sized javelins so he's actually able to use his listed ranged attack.

* Dorella Kreeg stat block
-> {NOT AN ERROR; CLARIFICATION} Dorella has iterative attacks with her javelins. Without the Quick Draw feat, the only way she's capable of throwing more than one in a round is if she starts the round with a javelin already in each hand.

PG. 156
* Dorella Kreeg stat block (cont.)
-> Add a superscript of "B" next to Dorella's Alertness feat indicating it's a bonus feat only available when her familiar is in close proximity.
-> Dorella has 3 unspent skill points.
-> In Dorella's gear, add a few Large-sized javelins so she's actually able to use her listed ranged attack.

PG. 157
* Area B36: Lucrecia's Retreat description
-> Change the CR in the title from "7" to "10".

PG. 158
* Lucrecia stat block
-> In the header, change the hp block to "HP 131".
-> AC line doesn't take into account her Two-Weapon Defense feat. Change AC to read as follows:
"AC 27, touch 14, flat-footed 22 (+4 armor, +1 shield, +5 Dex, +8 natural, -1 size)"
-> The hp line has the effects of the Sihedron medallion's false life ability already factored in, even though the tactics say it's activated in the 1st round of combat, and not before combat. This means a GM could accidentally add the effect twice. Change the hp line to "131 (14 HD; 12d10+2d6+58)".
-> Change the Speed line to read as follows:
"Speed 40 ft., climb 40 ft., swim 40 ft."
-> {NOT AN ERROR; AUTHOR SUGGESTION} Lucrecia has a +1 keen dagger, but the keen property really isn't doing anything for her since she has Improved Critical (dagger). As is, the keen property is nice for the PC that takes it off her corpse, but for the encounter itself the community on these boards has suggested replacing it with different property, such as spell storing.
-> In the Melee line, change the attack bonus of the masterwork dagger from "+18/+13/+8" to just "+18" and change the damage from "1d4+7" to "1d4+3".
-> In the Melee line again, change the attack bonus of the touch attack from "+14" to "+19" and delete the "+10" from the damage.
-> In Special Attacks, add "(DC 24)" to the end of the Wisdom drain attack. Keep in mind that it's only when Wisdom drain occurs with a weapon attack that a save is allowed. When using the touch attack to deliver Wisdom drain, there is NO save.
-> In the Spells Known line, in 2nd-level spells known, change the DC of hold person from "19" to "21".
-> In the Spells Known line, in 0-level spells known, change the DC of daze from "17" to "19".
-> In the Skills line, add "Climb +15" to its appropriate spot.
-> In the Skills line, change the bonus to Swim from "+17" to "+25".
-> Lucrecia has 4 unspent skill points. {AUTHOR'S NOTE: I chose to put them into Use Magic Device. Lamia matriarchs have a +4 racial bonus to UMD, but since it's trained only it doesn't do them any good to not have a point in it. Putting them into UMD gives it a total bonus of +18.}

PG. 158
* Lucrecia stat block (cont.)
-> Add a language to Lucrecia's list of languages.

PG. 162
* Nightbelly boa stat block
-> {POSSIBLY NOT AN ERROR; RULE AMBIGUITY} Constrict attacks are based off a creature's natural attack damage. The nightbelly boa's constrict damage is based off its bite attack, however its bite attack is being pumped up by its Improved Natural Attack feat, but the constrict damage doesn't have this upgraded damage. If you choose to let the constrict damage be upgraded by the INA feat, then change the damage from "(1d6+10)" to "(1d8+10)".

PG. 168
* Grazuul stat block
-> Change the Intelligence score from "6" to "4".

PG. 174
* Myriana stat block
-> Change the attack bonus for the corrupting touch attack from "+5" to "+10".

PG. 178
* Lamatar Bayden stat block
-> Technically, wight's are considered monsters with a combat role, and as such adding 8 levels of ranger would make them CR 12 enemies with an XP reward of 19,200. {AUTHOR'S NOTE: In my opinion, wight's fall more along the lines of having a special role, which adding 8 levels of ranger would make them CR 10 creatures, like what is written in Lamatar's stat block.}
-> In the header, change the hp block to "HP 118".
-> Since undead can't be the recipient of a barkskin spell, change the AC line to read as follows:
"AC 24, touch 15, flat-footed 19 (+5 armor, +4 Dex, +1 dodge, +4 natural)"
-> Change the hp line to "118 (12 HD; 4d8+8d10+56)".
-> Change the Fort save from "+11" to "+10".
-> In the Melee line, change the damage of the slam attack from "1d4+4" to "1d6+4".
-> In the Spells Prepared line, in 2nd-level spells, barkskin is useless to Lamatar because it can't be cast on undead. Replace with a different spell.
-> In the Spells Prepared line, Lamatar should have two 2nd-level spells. Add one.

PG. 179
* Lamatar Bayden stat block (cont.)
-> Change the Intelligence score from "10" to "11", change the Wisdom score from "14" to "15", and change the Charisma score from "18" to "17".
-> In the Skills line, change the bonus to Handle Animal from "+19" to "+18". Also, it should be noted that the Survival skill bonus is already factoring in the effects of favored terrain.
-> Lamatar has 4 unspent skill points.
-> In gear, change "+1 icy burst composite longbow" to "+1 icy burst composite longbow [+3]".

* Barl Breakbones stat block
-> In the header, change the hp block to "HP 142".
-> Change the hp line to "142 (19 HD; 12d8+7d6+64)". The hp line had already factored in the Sihedron medallion's false life ability, however Barl's tactics say he activates it in the first round of combat, not before. A GM might accidentally add the effect twice.
-> In the Melee line, change the masterwork earthbreaker's damage from "2d8+13" to "3d6+13".
-> In the Ranged line, change the rock attack bonus from "+18/+13/+8" to just "+18". Without the Quick Draw feat, he cannot make iterative rock attacks.
-> In the Spells Prepared line, in 3rd-level spells, add "(DC 16)" and "(DC 18)" to the spells fireball and ray of exhaustion, respectively.

PG. 180
* Barl Breakbones stat block (cont.)
-> In the Spells Prepared line, delete the Opposition Schools line and replace it with the following:
"Thassilonian Specialty Necromancy; Opposition Schools Abjuration, Enchantment"

PG. 190
* Longtooth stat block
-> Change the Melee line to read as follows:
"Melee +1 bite +22 (2d6+13/19-20), 2 +1 claws +22 (1d8+9), 2 +1 wings +16 (1d6+5), +1 tail slap +16 (1d8+13)".
-> In Special Attacks, change the damage of the breath weapon from "8d6 fire" to "8d10 fire".

PG. 191
* Teraktinus stat block
-> In the Melee line, change the attack bonus of the +1 light pick from "+20/+15/+10" to just "+20".
-> In the Melee line, add the following at the end:
"or 2 slams +20 (1d8+10)"

PG. 203
* Harpy monks stat block
-> Flurry of blows and other natural attacks cannot be combined in the same attack action, as per the rules for flurry of blows. Therefore, change the Melee line to read as follows:
"Melee flurry of blows +14/+14/+9/+4 (1d8+3) or 2 talons +14 (1d4+3)"
-> In Special Attacks, add "(DC 17)" to the end of captivating song.

PG. 208
* The Black Monk stat block
-> In the Aura line, change the range of despair from "30 ft." to "100 ft."
-> Change the Melee line to read as follows:
"Melee flurry of blows +20/+20/+15/+15/+10 (1d10+10/19-20 plus mummy rot) or slam +18 (1d8+15 plus mummy rot)"
-> In the Special Attacks line, delete "command undead". This is now taken care of via an at-will spell-like ability.
-> The Black Monk is missing his bonus feat for having once been human. Add one.
-> In Skills, change the bonus to Fly from "+15" to "+26", change the bonus from Knowledge (arcana) from "+12" to "+15", and change the bonus from Spellcraft from "+12" to "+15".
-> In Special Qualities line, change "ki pool (9 points, lawful, magic)" to "ki pool (9 points, cold iron, lawful, magic, silver)".
-> In Special Abilities, add the following ability:
"Flight (Su) The Black Monk has no use of his legs for movement, but does have a 50-ft. fly speed with perfect maneuverability."
-> In the Breath of Death special ability, change the 4th sentence to read as follows:
"A juju zombie created in this manner is under the Black Monk's control (as the command undead spell) and remains so until it or the Black Monk is destroyed. The save DC is Charisma-based."

PG. 209
* The Black Monk stat block (cont.)
-> Change the despair special ability to read as follows:
"Despair (Su) This functions as a typical mummy's despair, save that it has a range of 100 ft. and once a paralyzed creature recovers from the effect, it remains staggered for 1 additional round. This is a paralyze and mind-affecting fear effect. The save DC is Charisma-based."
-> Change the mummy rot special ability to read as follows:
"Mummy Rot (Su) This functions as the typical mummy rot curse and disease, save that the Black Monk can afflict foes with it via his flurry of blows. Also, any creature killed by the Black Monk's mummy rot ability turns to dust and blows away on the wind. If the Black Monk is not destroyed within 1 week, the dust reforms next to it as a new dread mummy. A dread mummy created in this manner is under the command of the Black Monk (as the dominate monster spell) and remains so until either it or the Black Monk is destroyed."

*****BONUS*****
The Black Monk is one of a handful of monsters in Rise of the Runelords that uses a template found in Green Ronin's Advanced Bestiary. This book was designed for 3.0 D&D, but was used again when the Anniversary Edition of RotR was printed. Not too long ago, however, Green Ronin released a Pathfinder-specific update to the Advanced Bestiary and the following changes are from that book should a GM want a pure Pathfinder experience. Keep in mind that these updates are after the Anniversary Edition was published, and may not reflect what the designers intended. Be sure to make the changes already discussed above, THEN apply the following:
-> In the top line with the book and page reference, change "Advanced Bestiary 210" to "Advanced Bestiary 97".
-> In both the Aura line and Special Abilities section, change the name of the despair ability to greater despair.
-> Change the AC line to read as follows:
"AC 31, touch 21, flat-footed 26 (+4 Dex, +1 dodge, +2 monk, +10 natural, +4 Wis)"
-> In Spell-Like Abilities, change the line for 2/day spell-like abilities to say he can cast them 3/day.
-> In Special Abilities, Change the third sentence of the breath of death ability to read as follows:
"A creature killed by these negative levels rises as a juju zombie (Pathfinder RPG Bestiary 2 291) or a dread zombie (Advanced Bestiary 121) in 1d4 rounds."
{AUTHOR'S NOTE: Even in non-updated form, the Black Monk is missing an ability called Resistant to Blows. This ability, however, is incredibly powerful (it halves all physical damage AND THEN damage reduction is applied) and was left out of the Black Monk's stat block. My guess was that this was intentional, and I chose to leave it out of the basic corrections to him. Plus, the ability was removed when the dread mummy template was reprinted in the new Advanced Bestiary, so it looks like even Green Ronin thought it was overpowered.}

PG. 211
* Conna the Wise stat block
-> Change Conna's Melee line to look like this:
"Melee +1 shortspear +19/+14/+9 (1d8+8) or 2 slams +18 (1d8+7)"

PG. 212
* Galenmir stat block
-> Galenmir's Weapon Focus feat isn't factored in. Change the attack bonus for the +1 heavy pick from "+24/+19/+14" to "+25/+20/+15". Also bear in mind that his entire Melee line already has Power Attack calculated into it.

PG. 215
* Enga stat block
-> In Enga's Ranged line, change the attack bonus of the sling from "+15/+10/+5" to just "+15". Enga would need the Juggle Load feat found in Halflings of Golarion in order to make iterative attacks with a sling.

PG. 216
* Enga stat block (cont.)
-> Add the following to the end of Enga's Tactics section:
"Base Statistics When not raging, Enga's statistics are AC 23, touch 13, flat-footed 21; hp 119; Fort +11, Will +7; DR 2/-; Melee +3 shortspear +19/+14/+9 (1d4+5); Ranged sling +15 (1d3+2); Str 14, Con 12; CMB +13; CMD 25; Skills Swim +8."
-> In Enga's gear, add a sling and 10 bullets.

PG. 218
* Lokansir stat block
-> In the header, change hp block to "HP 210".
-> In the Senses line, change the bonus to Perception checks from "+13" to "+19"
-> Change the AC line to read as follows:
"AC 22, touch 6, flat-footed 22 (-2 Dex, +16 natural, -2 size)"
-> Change the hp line to read as follows:
"hp 210 (20d8+120)"
-> Change the Saves line to read as follows:
"Fort +18, Ref +4, Will +8"
-> Lokansir's spell resistance is using the formula 8 + HD to get its total. Technically the original printing of Advanced Bestiary says to use 8 + CR, in which case SR would change from "22" to "19". However, the new printing of Advanced Bestiary adopted the way it's been done here. If you want to "correct" the SR to be based on the original printing, then you can change SR to "19". Otherwise, to maintain the way Paizo did it here (and incidentally the new release of Advanced Bestiary) change SR from "22" to "28".
-> Change the Melee line to read as follows:
"Melee +3 greatclub +27/+22/+17 (3d8+19/19-20) or 2 slams +24 (2d6+11)"
-> Change the Ranged line to read as follows:
"Ranged rock +12 (2d8+16)"
-> In the Special Attacks line, delete "meld into earth" and instead create an SQ line down in the Statistics section and put it there.
-> In the Special Attacks line again, change the range of the rock throwing ability from "120 ft." to "150 ft."
-> Change the base attack bonus from "+10" to "+15".
-> Change CMB from "+23" to "+28".
-> Change CMD from "31" to "36".
-> In the Feats line, Lokansir is missing 3 feats (from his missing 6 HD whose effects we've been adding in). Because he technically isn't proficient in martial weapons, one should be Martial Weapon Proficiency (greatclub). {AUTHOR'S NOTE: Back in 3.0 and 3.5 D&D, giants were their own creature type, rather than a humanoid subtype that they are now. Back then, they had proficiency with all simple and martial weapons, but lost that when they made the change to Pathfinder and became humanoids. I'm not entirely certain this was an intentional decision on the part of the designers, and may have been an oversight for their martial weapon proficiency to not carry over. Indeed, among all 4 Bestiaries, the various giants found within their pages vary between having Martial Weapon Proficiency feats for their selected weapons and not having them. As a result, I've made the following house rule that creatures with the giant subtype have proficiency with all simple weapons (as per the norm for humanoids) as well as any other weapon they are described as using in their stat block. If you decide to adopt this house rule, then you can pick a different feat instead of Martial Weapon Proficiency.}
-> In the Skills line, change the bonus to Climb from "+21" to "+24" and change the bonus to Perception from "+13" to "+19".

*****BONUS*****
Lokansir is one of a handful of monsters in Rise of the Runelords that uses a template found in Green Ronin's Advanced Bestiary. This book was designed for 3.0 D&D, but was used again when the Anniversary Edition of RotR was printed. Not too long ago, however, Green Ronin released a Pathfinder-specific update to the Advanced Bestiary and the following changes are from that book should a GM want a pure Pathfinder experience. Keep in mind that these updates are after the Anniversary Edition was published, and may not reflect what the designers intended. Be sure to make the changes already discussed above, THEN apply the following:
-> In the top line with the book and page reference, change "Advanced Bestiary 155" to "Advanced Bestiary 184".
-> Change the Ranged line to read as follows:
"Ranged rock +13 (6d6+16)"
-> In Special Attacks, add "improved rock throwing".

Grand Lodge

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Aaaaaand round 2.

Full list of Rise of the Runelords: Anniversary Edition errata (Part 2):
PG. 220
* Seleval and Zaelsar stat block
-> Change their speed from "30 ft." to "60 ft."
-> Change the Melee line to read as follows:
"Melee +2 falchion +22/+17/+12 (2d4+11/15-20), 2 claws +15 (1d4+3) or touch +20 (1d4 Wisdom drain)"
-> In their Tactics section, in the Morale paragraph, the last sentence says that one of them casts sending to warn Mokmurian if they're reduced to 20 hp. Unfortunately, this isn't a viable tactic, since sending has a 10-minute casting time.
-> Change the Strength score from "18" to "20" to account for the casting of bull's strength mentioned in the Before Combat tactics. The aforementioned changes to the Melee line already reflect this.

PG. 221
* Hurek and Durek stat block
-> In the Melee line, change the damage of the +2 ranseur from "(2d6+12/x3)" to "(2d6+16/X3)".
-> Change their Reach line from "10 ft." to "10 ft. (20 ft. with ranseur)".
-> In the Special Attacks line, change the damage of rend from "1d6+7" to "1d6+12".
-> Change their Intelligence score from "6" to "4".

PG. 223
* Runeslave hill giant stat block
-> In the header, change the XP block to "XP 4,800" and change the CR block to "CR 8".

PG. 225
* The Headless Lord stat block
-> Change the speed from "30 ft." to "35 ft. (50 ft. base)".
-> Change the Melee line to read as follows:
"Melee runechill hatchet +21/+16 (1d8+15/19-20/x3), runechill hatchet +21 (1d8+10/19-20/x3) or 2 slams +20 (1d8+16)"
-> In the Spell-Like Abilities line, change the caster level and concentration information to "(CL 12th; concentration +16)".
-> Change the CMB from "+21" to "+22".

PG. 226
* Zombie hill giant stat block
-> In the header, change the XP block to "XP 1,600 each", change the CR block to "CR 5", and change the HP block to "HP 78 each". {AUTHOR'S NOTE: Because these corrections are essentially doubling these guys' AC, you may decide that the +1 to their CR and higher XP reward are warranted.}
-> Change the first line in the stat block to "Male fast zombie hill giant".
-> Change the initiative bonus from "-2" to "+0".
-> Change the AC line to read as follows:
"AC 20, touch 9, flat-footed 20 (+8 armor, +3 natural, -1 size)"
-> Change the hp line to "78 each (12d8+24)". This correction also reflects the idea that these hill giants rose as zombies nearby the Headless Lord after he slayed them. As such, they would have the +1 hp per HD that his desecration aura would grant them.
-> These zombies' saving throw values have the +1 bonus from the Headless Lord's desecration aura already factored in, but they'd only have that bonus if they're within 20 feet of him. Change the saves line to read as follows:
"Fort +4, Ref +4, Will +8."
-> After the saves line, delete "DR 5/slashing".
-> Change the speed from "30 ft." to "35 ft. (50 ft. base)".
-> The Melee line already has the +1 profane bonus from the Headless Lord's desecration aura factored in, but they'd only have that bonus if they're within 20 feet of him. Additionally, the text says it's a "+1 slam" but that insinuates an enhancement bonus, such as that from an amulet of mighty fists. There's actually a larger problem with this line, which I'll explain below:
-> {ERROR PRESENT BUT SOLUTION UNCERTAIN DUE TO RULE AMBIGUITY} According to the zombie template, a zombie keeps all of its natural attacks, plus gains a slam attack with damage as a creature of one size category larger. What it doesn't really mention is if creatures that already have a slam attack get a second one (or in the case of the hill giant, a third one), and whether or not if the damage of their natural slams being higher than that of the one gained from the template gets taken into account. If the zombie hill giants gain a third slam attack, then they'll actually gain a 4th one as well thanks to the fast zombie's quick strikes ability. Either way, the text in the stat block is incorrect no matter what you decide. Depending on what you decide, one of the following changes needs to be made:
1) "Melee 2 slams +16 (1d8+8)"
OR
2) "Melee 3 slams +16 (1d8+8)"
{AUTHOR'S NOTE: I chose option 1. With quick strikes it will still come out to 3 slams total (as opposed to 4). Plus, these guys are already going to be a little tougher since we're also practically doubling their ACs with these corrections, and yet still lowering their CR and XP reward. Also don't forget that if any of these zombies stand within 20 feet of the Headless Lord, his desecration aura will grant these slams a +1 to attack and damage.}
-> After the Melee line, add the following line:
"Special Attacks quick strikes"
-> Change the Dexterity score from "6" to "10".
-> Change the CMD from "26" to "28".
-> Delete the SQ line.

PG. 229
{AUTHOR'S NOTE: Being an 11th-level transmuter, Mokmurian gains a +3 enhancement bonus on a physical stat of his choice, but he's missing it in his stats. Constitution is right out, since his before tactics say he uses his wand of bear's endurance before combat, and the two wouldn't stack. Given his fighting style, I've elected to have it modify his Strength and the following corrections reflect this.}
* Mokmurian stat block
-> The shield spell has already been factored in to his stat block, even though his tactics say he casts it during combat, not before. Change the AC line to read as follows:
"AC 28, touch 13, flat-footed 24 (+4 armor, +3 Dex, +1 dodge, +11 natural, -1 size)"
-> Change the Melee line to read as follows (the club's damage is from him using it two-handed):
"Melee +2 defending spell-storing (vampiric touch) club +24/+19/+14 (1d8+15) or 2 slams +22 (1d8+9)"
-> Mokmurian lacks the Quick Draw feat to make iterative rock attacks. Change the Ranged line to read as follows:
"Ranged rock +17 (1d8+13)"

PG. 230
* Mokmurian stat block (cont.)
-> As per what I discussed in the author's note above, change the Strength score from "25" to "28".
-> Change the Charisma score from "14" to "10".
-> Change the CMB from "+22" to "+24".
-> Change the CMD from "36" to "38".
-> In Skills, change the bonus on Climb checks from "+33" to "+35".

PG. 238
* The Scribbler's Rhyme introduction
-> 5th paragraph, 3rd sentence, change "thaumaturge" to "cleric".

PG. 239
* Back into the Catacombs description
-> 2nd paragraph, 2nd sentence, change the page reference for the Catacombs of Wrath from "219" to "35".

PG. 241
* The Scribbler stat block
-> Change the book and page reference in the first line from "(Advanced Bestiary 60)" to "(Bestiary 4 60)".
-> The AC line has the Scribbler's quickened shield of faith spell factored in, but his tactics don't mention it being cast. Change AC to read as follows:
"AC 23, touch 14, flat-footed 19 (+9, +3 Dex, +1 dodge)"
-> The Scribbler's fighter levels accidentally got factored into his Spell Resistance calculation. In the Defensive Abilities line, change the SR from "26" to "24".

PG. 242
* The Scribbler stat block (cont.)
-> In the Tactics section, in the During Combat paragraph, change the first sentence to read as follows:
"The Scribbler starts combat by casting his quickened shield of faith spell along with summon monster VI to summon 1d3 babaus."
-> Change CMD from "33" to "29".
-> Add "aura" to his SQ line.

PG. 246
* Hounds of Lamashtu stat block
-> At the end of the stat block, add a Special Abilities section with the following entry:
"Poison (Ex) Sting - injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 consecutive saves."

PG. 248
* Runeforge Lore table
-> Delete the DC 43 entry and instead include its results as part of the DC 50 entry.

PG. 250
* Arkrhyst stat block
-> In his Before Combat paragraph, it mentions he casts bull's strength. Ancient white dragon's do not gain access to this spell.
-> In his During Combat paragraph, the second sentence describes a tactic that he's incapable of using due to his lack of the Snatch feat.

PG. 254
* Area D: The Runeforge descriptive flavor text
-> In the first sentence, change "two hundred feet across" to "one hundred feet across".

PG. 257
* Fiendish mustard jelly stat block
-> In the Aura line, change the DC of the toxic gas ability from "23" to "27".
-> In the Defensive Abilities line, change its SR from "22" to "19".
-> In the Melee line, change the damage from "2d6+7 plus 1d6 acid and grab" to "2d6+7/19-20 plus 1d6 acid and grab".

PG. 260
* Armored clay golem stat block
-> Change the AC line to read as follows:
"AC 31, touch 8, flat-footed 31 (+9 armor, -1 Dexterity, +14 natural, -1 size)"

PG. 262
* Xyoddin Xerriock stat block
-> In the Header, change the HP block to "HP 227".
-> In the type line, delete "(human)".
-> change the hp line to read as follows:
"hp 227 (13 HD; 9d8+4d8+165); fast healing 10"
-> In the speed line, add "(can't run except sprint)" at the end.
-> In the Melee line, change the attack bonus of the bite attack from "+18" to "+13" and change the bite's damage from "1d4+11" to "1d4+4".
-> In the Skills line, 1 skill point hasn't been spent yet. If you want to apply it to a skill he already has ranks in, then there's still room in either Climb, Escape Artist, Intimidate, Perform (string), Stealth, or Survival.
-> {NOT AN ERROR; AUTHOR'S SUGGESTION} In his gear, add a second masterwork dagger so he can use his listed iterative ranged attack (as he probably shouldn't part with his magic dagger). Keep in mind that without the Quick Draw feat, the only way he could pull this off is if he started his turn with both daggers already in hand.

PG. 263
* Xyoddin Xerriock stat block (cont.)
-> {AUTHOR'S NOTE: The following is technically a house rule meant to fix the fact that Xyoddin's ravenous template abilities technically wouldn't work against a party of living PCs since he's undead. This was definitely not the intention of the designers, and so the ability listed below is simply a means of "legally" allowing this.}
Add the following ability to Xyoddin's Special Abilities section:
"Echoes of Humanity (Ex) Even though he's undead, Xyoddin's ravenous template abilities (cannibalistic healing, favored prey, and hungry special attacks) function as if he were still of the humanoid (human) type."
-> In the Sprint special ability, change the frequency he can use this ability from "once per day" to "once per hour".
-> {POSSIBLY NOT AN ERROR; SUSPECTED RELIC TEXT} Unnatural Aura, as it's written in the stat block, is using mechanics that seem to be holdovers from 3.5 D&D. In Pathfinder, unnatural aura is supposed to keep all animals at bay but they can move into the aura if their masters can perform a DC 25 Handle Animal, Ride, or wild empathy check, rather than what's described here. It's up to you if you want to keep it this way or change it to how Pathfinder typically handles this ability.

*****BONUS*****
Xyoddin is one of a handful of monsters in Rise of the Runelords that uses a template found in Green Ronin's Advanced Bestiary. This book was designed for 3.0 D&D, but was used again when the Anniversary Edition of RotR was printed. Not too long ago, however, Green Ronin released a Pathfinder-specific update to the Advanced Bestiary and the following changes are from that book should a GM want a pure Pathfinder experience. Keep in mind that these updates are after the Anniversary Edition was published, and may not reflect what the designers intended. Be sure to make the changes already discussed above, THEN apply the following:
-> In the header, change the CR block to "CR 14" and the XP block to "XP 38,400".
-> In the book and page reference line, change the page numbers from "105, 211" to "121, 242".
-> Change the alignment from "CE" to "NE".
-> Change the hp line to read as follows:
"hp 252 (15 HD; 9d8+4d8+2d8+189); fast healing 10"
-> Change the Will save from "+11" to "+14".
-> Change the Melee line to read as follows:
"Melee +1 human bane dagger +21/+16 (1d4+9/19-20), bite +14 (1d6+4)"
-> Change the Ranged line to read as follows:
"Ranged mwk dagger +18/+13 (1d4+8/19-20)"
-> In the Special Attacks line, add "hungry frenzy (10 rounds/day)".
-> Change the base attack bonus from "+9" to "+10".
-> Change the CMB from "+18 (+20 grapple)" to "+19 (+21 grapple)".
-> Change the CMD from "33 (35 vs. grapple)" to "34 (36 vs. grapple)".
-> Add a feat of your choosing.
-> Add 12 skill points. If you put any in Perception, be sure to adjust the Senses line.
-> In the Special Abilities section, add the following ability:
"Hungry Frenzy (Ex) Xyoddin can enter a rage similar to a barbarian's range ability for 10 rounds per day, but only towards humans."
-> In the Echoes of Humanity ability I mentioned above in the standard changes to Xyoddin, add "hungry frenzy" to the list of abilities it affects.
-> In the brain consumption ability, change the DC from "23" to "32" and change the last sentence to "The save DC is Strength-based and uses Xyoddin's full HD rather than half of his HD". {AUTHOR'S NOTE: Nobody would fault you for not wanting to make this change (I certainly didn't). It is unquestionably overpowered with this inflated save DC. Green Ronin's not @#$%ing around.}
-> If you decide to keep Unnatural Aura the way it is currently written in the book (and not change it as I mentioned in the standard corrections above), then change the save DC from "26" to "27".

* Area F8: Crypt Guardians description
-> The last sentence of this paragraph says any mummy without a target uses the aid another action to increase the AC of any adjacent mummy in combat. Unfortunately this tactic is impossible, as a creature would need to be able to target an enemy to grant an ally an AC bonus with the aid another action.

PG. 264
* Azaven stat block
-> In the Aura line, change the DC of the fear aura from "23" to "21".

PG. 269
* Ordikon, the Mithral Mage stat block
-> In the header, change the HP block to "HP 154".
-> In the hp line, the bonus from false life was apparently added twice (almost as if someone saw "extended" and doubled the potency rather than the duration). In any case, change hp to read as follows:
"hp 154 (13d6+106)"
-> Change the Defensive Abilities line to read as follows:
"Defensive Abilities heavy fortification (75%); DR 10/adamantine, Immune electricity (120 points); Resist fire 15"
-> In the Speed line, change his land speed from "40 ft." to "60 ft."
-> In the Melee line, his slam attack needs to account for the fact that it's being used along with a weapon attack. Change the slam's attack and damage from "+9 (1d6+3)" to "+4 (1d6+1)". If being used by itself, then the listed values are fine.
-> In Spells Prepared, in the 6th-level spells prepared line, replace "quickened mirror image" with a different spell. As a Thassilonian transmuter, Ordikon is cut off from the illusion school.
-> In Spells Prepared, Ordikon is missing a 4th-level spell. Add one that isn't an enchantment or illusion spell.

PG. 270
* Ordikon, the Mithral Mage stat block (cont.)
-> In the During Combat tactics, in the last sentence, delete "along with a quickened mirror image."
-> Change CMB from "+8" to "+9".
-> In Special Abilities, change "Medium Fortification (Ex)" to "Heavy Fortification (Ex)".

*****BONUS*****
Ordikon is one of a handful of monsters in Rise of the Runelords that uses a template found in Green Ronin's Advanced Bestiary. This book was designed for 3.0 D&D, but was used again when the Anniversary Edition of RotR was printed. Not too long ago, however, Green Ronin released a Pathfinder-specific update to the Advanced Bestiary and the following changes are from that book should a GM want a pure Pathfinder experience. Keep in mind that these updates are after the Anniversary Edition was published, and may not reflect what the designers intended. Be sure to make the changes already discussed above, THEN apply the following:
-> In the book and page reference, change the page number from "169" to "199".
-> In the Melee line, change the damage die for the slam attack from a d6 to a d8.
-> After the Melee line, add the following line:
"Special Attacks mithral limbs"
-> In the Special Abilities section, add the following ability:
"Mithral Limbs (Ex) Ordikon's slam attack and grapple deal damage as mithral weapons, overcoming damage reduction just as a mithral weapon would."

PG. 273
* Eryalla, Lelyrin, Voivod, and Zevashala stat block
-> In their saves line, change the Fortitude save bonus from "+14" to "+17" and change the Will save bonus from "+10" to "+8".
-> In the Defensive Abilities line, delete "evasion".
-> In the Melee line, change the attack bonus for the masterwork ranseur from "+19/+14/+9" to "+20/+15/+10".
-> Change the CMB from "+18" to "+17".
-> Change the CMD from "34" to "31".

PG. 280
* False Vraxerises stat block
-> In Spells Prepared, in the 0-level spell line, replace "mage hand" and "mending" with different cantrips. As a Thassilonian illusionist, he's cut off from the transmutation school.

PG. 292
* Warriors of Wrath stat block
-> In Spells Prepared, in the 0-level spells line, replace "acid splash" with a different cantrip. As Thassilonian evokers, they're cut off from the conjuration school.

PG. 293
* Sinspawn Axemen stat block
-> In the During Combat tactics, in the last sentence, change "attacks to deal +4 damage" to "attacks to deal +6 damage".

PG. 295
* Highlady Athroxis stat block
-> Her tactics mention she casts keen edge on her weapon, but this isn't necessary given she has the Improved Critical feat for her weapon. GMs may want to replace keen edge with a different spell (but not an abjuration or conjuration spell).

PG. 319
* Svevenka stat block
-> Druids need to be neutral in some regard or they lose their abilities. Either change her to "NG" or "CN". Due to her description, I'm recommending "CN".
-> In the Aura line, change the DC of blinding beauty from "27" to "29".
-> Change the Speed line to read as follows:
"Speed 30 ft., swim 20 ft."
-> After the Spell-Like Abilities entry, add the following:
"Domain Spell-Like Abilities (CL 15th; concentration +21)
9/day - icicle (1d6+7 cold, 30 ft. touch)"
-> In Spells Prepared, in the 8th-level spell line, replace "whirlwind (DC 24)" with horrid wilting (DC 24)" and add a superscript of "D" indicating it's a domain spell.
-> In Spells Prepared, in the 7th-level spell line, add a superscript of "D" to the freezing sphere spell indicating it's a domain spell.
-> In Spells Prepared, in the 6th-level spell line, replace "control winds" with "cone of cold (DC 22)" and add a superscript of "D" indicating it's a domain spell.
-> In Spells Prepared, in the 4th-level spell line, add a superscript of "D" to the control water spell indicating it's a domain spell and replace "sleet storm" with "ice storm" and delete the superscript of "D".
-> In Spells Prepared, in the 3rd-level spell line, replace "call lightening (DC 19)" with "water breathing" and keep the superscript of "D". Also, replace "water walk" with a different spell, like sleet storm, since druid's don't have access to this spell.

PG. 320
* Svevenka stat block (cont.)
-> In the Skills line, change the bonus to Climb from "+12" to "+4" and change the bonus to Swim from "+18" to "+26".
-> Add "Aquan" to Svevenka's list of languages.
-> In the SQ line, delete the second mention of wild empathy (the one with with the +21 bonus). The first one with the +31 bonus is correct.

*****BONUS*****
Svevenka is one of a handful of monsters in Rise of the Runelords that uses a template found in Green Ronin's Advanced Bestiary. This book was designed for 3.0 D&D, but was used again when the Anniversary Edition of RotR was printed. Not too long ago, however, Green Ronin released a Pathfinder-specific update to the Advanced Bestiary and the following changes are from that book should a GM want a pure Pathfinder experience. Keep in mind that these updates are after the Anniversary Edition was published, and may not reflect what the designers intended. Be sure to make the changes already discussed above, THEN apply the following:
-> In the header, change the HP block to "HP 264".
-> Change the page reference from "150" to "177".
-> In the type line, delete "augmented fey".
-> Change the hp line to read as follows:
"hp 264 (16 HD; 8d10+8d8+184)"
-> In the skills line, delete mention of the Climb skill and its bonus (which is now just a -1 bonus).
-> Add "Auran" to Svevenka's list of languages.
-> In the SQ line, add "ice walking" and "icy body".
-> In the Special Abilities section add the following two abilities:
"Ice walking (Ex) Svevenka can move across icy surfaces without penalty and doesn't need to make Acrobatics checks to run or charge on ice. She can also climb any icy surface as if she had cast spider climb.
Icy Body (Ex) Any creature that makes a natural or unarmed attack against Svevenka takes 1d6 points of cold damage. Creatures grappling her also take this damage in addition to the damage from her cold aura ability.""
-> In the Ice Mastery special ability, delete the last sentence.

* Bjormundal stat block
-> Change the melee line to read as follows:
"Melee +3 greataxe +28/+23/+18 (3d6+21/19-20/x3) or 2 slams +24 (1d8+11)"
-> Without the Quick Draw feat, Bjormundal can't make iterative rock attacks. In the Ranged line, change the attack bonus for rocks from "+16/+11/+6" to just "+16".
-> Change his Constitution score from "22" to "23".

* Krak Naratha soldiers stat block
-> The During Combat tactics mention that they use the Snatch feat, but kuchrima don't have this feat, nor do they qualify for it.

PG. 328
* Area H: Abominable Dome description (cont.)
-> Third paragraph, first sentence says Khalib uses a monstrous physique II spell to disguise himself as Voorgoor, but this tactic is impossible as you can't take the form of specific individuals using this spell. {AUTHOR'S NOTE: One way to resolve this is to have Khalib where a helm or other item that masks his face, and it can be assumed that the other yetis are either too stupid or afraid (or both) to question him about it. Should a party of PCs stumble on one of these meetings, it could result in a memorable encounter should they manage to remove the helm and reveal his generic yeti face to the other real yetis.}

* Abominable Snowmen stat block
-> These yetis have a bite attack thanks to their animal fury rage power. The text in that ability says that when used with a full attack action, this bite attack is treated as a secondary natural attack (-5 attack, 1/2 Str to damage). However, Sean K. Reynolds has said that this text was used to simplify things for most barbarian PCs, who probably won't have other natural attacks and will only likely used manufactured weapons. Rather than have them look in the Bestiary about what to do with their bite attacks when combining them with weapons, they opted to just tell you in the ability's description. However, when used for a full attack with only other natural weapons, like these yetis are using, they'll still be primary. Change the Melee line to read as follows:
"Melee bite +19 (1d6+8), 2 claws +20 (1d8+10/19-20 plus 1d6 cold)"
-> In Special Attacks line, change the damage of rend from "1d6+6 plus 1d6 cold" to "1d8+14 plus 1d6 cold".
-> In the tactics section, add the following after the Morale paragraph:
"Base Statistics When not raging, these yetis' statistics are AC 26, touch 12, flat-footed 23; hp 132; Fort +16, Will +8; Melee (no bite) 2 claws +18 (1d8+8/19-20 plus 1d6 cold); Special Attacks rend (2 claws, 1d8+11 plus 1d6 cold); Str 23, Con 20; CMB +19; CMD 30; Skills Climb +26."

PG. 330
* The Hidden Beast stat block
-> Change the first line to "Male advanced vampire decapus sorcerer 10 (Pathfinder RPG Bestiary 270, 294; Pathfinder RPG Bestiary 2 77)"
-> Change the Initiative bonus from "+9" to "+10".
-> In the AC line, the natural armor bonus hasn't had its increased amount taken into account. Additionally, the stat block lists the effects of shield, when this spell is cast during combat, not before. Change the AC line to read as follows:
"AC 32, touch 19, flat-footed 25 (+3 deflection, +6 Dex, +1 dodge, +13 natural, -1 size)"
-> Change the Reflex save bonus from "+17" to "+18".
-> Change the Melee line to read as follows:
"Melee bite +26 (1d8+12), tentacles +26 (3d6+12/19-20 plus grab), slam +26 (1d6+12 plus energy drain)"
-> In the Special Attacks line, change the constrict damage from "(3d6+12)" to "(3d6+18)".

PG. 331
* The Hidden Beast stat block (cont.)
-> Change the Strength score from "26" to "34" and change the Dexterity score from "21" to "22".
-> Change the CMB from "+24 (+28 grapple)" to "+28 (+32 grapple)".
-> Change the CMD from "43 (can't be tripped)" to "48 (can't be tripped)".
-> In the Skills line, change the bonus to Climb checks from "+33" to "+37" and change the bonus to Stealth checks from "+36" to "+37".

* Vampire Skulks stat block
-> Change the AC line to read as follows:
"AC 24, touch 18, flat-footed 17 (+1 deflection, +6 Dex, +1 dodge, +6 natural)"

PG. 335
* Gamigin stat block
-> In his Before Combat tactics, change "2d4 bone devils" to "2 bone devils".

PG. 338
* Ghlorofaex stat block
-> In the header, change the HP block to "HP 275".
-> In the Melee line, change the bite attack's damage from "(6d6+11/19-20)" to "(6d6+16/19-20)" and change the tail slap's damage from "(2d8+5)" to "(2d8+16)".

PG. 340
* The Death Zone description
-> In the second paragraph, change the bolded text at the start from "DEATH ZONE (MORE THAN 2,600 FEET)" to "DEATH ZONE (MORE THAN 26,000 FEET)".

PG. 346
* Wardens of Wind stat block
-> Change AC to read as follows:
"AC 37, touch 12, flat-footed 34 (+11 armor, +3 deflection, +1 Dex, +14 natural, -2 size)"

PG. 349
* Viorian Dekanti stat block
-> In Defensive Abilities, delete the first SR entry. In the second SR entry, change the value of "20" to "20 (32 vs. transmutation)".
-> In the Melee line, change "heavy shield" to "+5 heavy shield" and change the attack bonus to from "+31" to "+35". The bonus from the Shield Mastery feat wasn't taken into account.
-> Her During Combat tactics say she uses Power Attack, however she doesn't possess this feat.

PG. 350
* Wardens of Thunder stat block
-> Change the AC line to read as follows:
"AC 39, touch 12, flat-footed 38 (+13 armor, +3 deflection, +1 Dex, +12 natural, -2 size)"
-> Add the following lines to an appropriate place, as their gear causes a change in their stats not covered by the stat block referenced in the first line:
"CMD 49"

PG. 351
* Warden of Runes stat block
-> Add each of the following lines to an appropriate place, as their gear causes a change in their stats not covered by the stat block referenced in the first line:
"Fort +18, Ref +9, Will +23"
"CMD 47"

* Lamia Priestesses stat block
-> Add each of the following lines to an appropriate place, as their gear causes a change in their stats not covered by the stat block referenced in the first line:
"AC 28, touch 17, flat-footed 23 (+4 armor, +3 deflection, +4 Dex, +1 dodge, +7 natural, -1 size)"
"Fort +16, Ref +17, Will +24"
"CMD 40 (44 vs. trip)"

* Hungerers stat block
-> Add each of the following lines to an appropriate place, as their gear causes a change in their stats not covered by the stat block referenced in the first line:
"AC 34, touch 13, flat-footed 32 (+3 deflection, +1 Dex, +1 dodge, +21 natural, -2 size)"
"Fort +15, Ref +18, Will +21"
"CMD 48 (can't be tripped).

PG. 354
* Area X12: The Leng Device description (cont.)
-> 5th paragraph, second sentence, change "Varisian city of Magnimar" to "Varisian city of Riddleport".

PG. 355
* The Thing From Beyond Time stat block
-> In the Special Attacks line, change the DC of ripping gaze from "24" to "26".
-> {POSSIBLY NOT AN ERROR; RULE AMBIGUITY} When comparing the ripping gaze ability to its counterpart from 3.5 D&D, it's supposed to scale with the creature's HD, but it's uncertain if this was carried over into Pathfinder. Standard Hounds of Tindalos deal 5d6 with this ability, but if scaling it to match increased HD it would instead deal 9d6.

PG. 356
* Warden of Runes stat block
-> Add each of the following lines to an appropriate place, as their gear causes a change in their stats not covered by the stat block referenced in the first line:
"Fort +18, Ref +9, Will +23"
"CMD 47"

* Wardens of Wind stat block
-> Change the AC line to read as follows:
"AC 37, touch 12, flat-footed 36 (+13 armor, +3 deflection, +1 Dex, +14 natural, -2 size)"
-> Add the following lines to an appropriate place, as their gear causes a change in their stats not covered by the stat block referenced in the first line:
"CMD 44"

PG. 360
* Most High Ceoptra stat block (cont.)[/b]
-> In the Special Attacks line, change "1d8 Wis drain" to just "Wisdom drain".
-> In Spell-Like Abilities, in the 3/day line, change "[i]suggestion
" to "quickened suggestion".
-> In Spells Known, in the 5th-level spells known line, add "(DC 22)" next to flame strike.

* Wardens of Wind stat block
-> Change the AC line to read as follows:
"AC 37, touch 12, flat-footed 36 (+13 armor, +3 deflection, +1 Dex, +14 natural, -2 size)"
-> Add the following lines to an appropriate place, as their gear causes a change in their stats not covered by the stat block referenced in the first line:
"CMD 44"

PG. 363
* Karzoug the Claimer stat block
-> In the header, change the HP block to "HP 362". {AUTHOR'S NOTE: However, see the note below in the correction to the hp line.}
-> In the Senses line, change the bonus to Perception from "+22" to "+24".
-> Change the hp line to read as follows:
"hp 362 (20d6+290)"
{AUTHOR'S SUGGESTION: To truly make this fight memorable, and given that Karzoug was rich as all get-out and would probably utilize the hp-maxing rules introduced in Ultimate Campaign, GMs may want to "max out" Karzoug's hp by assuming a max roll for each of his HD as well as a max result when he cast false life. Doing so would change his hp line to "hp 415 (20d6+295)". Note it in the header, as well, should you choose to do this.}
-> Change the Will save bonus from "+19" to "+21".

PG. 364
* Karzoug the Claimer stat block (cont.)
-> Change Karzoug's Wisdom score from "15" to "18".
-> In the skills line, change the bonus to Perception checks from "+22" to "+24" and change the bonus to Sense Motive checks from "+22" to "+24".
-> As a 20th-level transmuter, Karzoug's physical enhancement ability should be applied to two different physical ability scores, granting each a +5 enhancement bonus. Currently, it only lists Con, so it needs to mention either Strength or Dexterity, as well. Technically, no matter what you choose, neither will result in a change to his stat block, since he has better enhancement bonuses in these scores already from other sources. Should he happen to lose these bonuses somehow, then it would matter what other ability score this is modifying.

* Warden of Runes stat block
-> Add each of the following lines to an appropriate place, as their gear causes a change in their stats not covered by the stat block referenced in the first line:
"Fort +18, Ref +9, Will +23"
"CMD 47"

* Wardens of Thunder stat block
-> Change the AC line to read as follows:
"AC 39, touch 12, flat-footed 38 (+13 armor, +3 deflection, +1 Dex, +12 natural, -2 size)"
-> Add the following lines to an appropriate place, as their gear causes a change in their stats not covered by the stat block referenced in the first line:
"CMD 49"

PG. 371
* Sandpoint, Light of the Lost Coast stat block
-> In Notable NPCs, in Ameiko Kaijitsu's line, change her class levels from "aristocrat 1/bard 3/rogue 1" to "aristocrat 1/bard 6/rogue [rake] 1".

PG. 397
*Razmus stat block
-> In the Melee line, change the +1 thundering earth breaker's damage from "(2d6+9/19-20/x3)" to "(3d6+13/19-20/x3)".

PG. 405
* Varisian Lowlands Encounters table
-> The result for 61-68, 1d6 firepelt cougars, tells you to reference page 40 of the Bestiary. That page actually has two stat blocks on it - the leopard and the cheetah. It's likely they meant the leopard stats.

* Xin-Shalast Encounters table
-> The result for 92-95, 1d3 rune giants, states it has an average CR of "16" Change this to "19"

PG. 408
* Carrionstorm stat block
-> In the Offense section, add the following line to the end:
"Special Attacks distraction (DC 12)"

PG. 417
* Thassilonian Specialists description
-> In the Benefits paragraph, change the first sentence to read as follows:
"A Thassilonian specialist wizard can prepare one additional cantrip each day and receives two additional spell slots of each spell level he can cast above 0 level."

PG. 419
* New Feat: Lamashtu's Mark description
-> In the second paragraph of the Benefits section, in the next-to-last sentence, change "(DC 10 + your character level + your Charisma modifier)" to "(DC 10 + 1/2 your character level + your Charisma modifier)".

PG. 243
* Runechill hatchet
-> In the first sentence of the description, change "for Large creatures" to "for Large creatures as handaxes".
-> In the third sentence of the description, change "as a +1 battleaxe" to "as a +1 weapon".

PG. 427
* Staff of Heaven and Earth
-> In the header, change the price to "57,600 GP".
-> At the bottom, change the cost to "28,800 GP".

* Staff of Mithral Might
-> In the header, change the price to "62,000 GP". {AUTHOR'S NOTE: This correction in price (and subsequently the correction to cost further below) is based on the most obvious formula for calculating this staff's price. Unfortunately it's still technically uncertain what it's actual vales should be, given that this staff has some extra bells and whistles that the formula for staff pricing doesn't cover (but the rules for magic weapon crafting, would).}
-> In the last paragraph of the description, change "as a +2 quarterstaff" to "as a +2/+2 quarterstaff".
-> At the bottom, change the cost to "31,000 GP".

* Talons of Leng
-> {POSSIBLY NOT AN ERROR; SUSPECTED RELIC TEXT} The description's last sentence says that if the wielder attacks only with the talons, they're treated as primary attacks but that attacking with other weapons or other natural attacks treats them as secondary attacks. This description follows the rules for 3.X D&D, but in Pathfinder claws attacks are always considered primary attacks, and if this is a case of relic text, then the sentence should be changed as follows:
"If the wielder attacks only with the talons and any other natural weapons, they are treated as a primary attack, but if he attacks with a weapon as well, the claws are treated as secondary attacks and take a -5 penalty on their attack roll and only add 1/2 the wielder's Strength bonus to damage."


Also...

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

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