RotR:AE Community-Sourced Errata

Community-Sourced Errata for Rise of the Runelords: Anniversary Edition

Compiled by Michael Hendrick (Strife2002)

*** LAST UPDATED: 8/20/21 ***

Any new additions or corrections to this document will be in RED for one month. Any typographical or grammatical errors will be edited without mention unless they could somehow affect game mechanics (Ex. wind wall being misspelled as wind walk—two entirely different spells). Errata is verified and compiled from various credible sources, but primarily from the Rise of the Runelords Anniversary Edition Errata thread on the Paizo forums located here. Note that some errata is preceded by the {REFERENCED SOURCE MATERIAL ERRATA} tag; this is used whenever a partial stat block is given because the reader is asked to look in another source for the full stat block, and that source still has some outstanding errata issues. In those cases, issues that have already been fixed with an official errata doc or a reprinting are not included or mentioned.

Legal

This document uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. I am expressly prohibited from charging you to use or access this content. This document is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com.

This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG Advanced Race Guide, Pathfinder RPG GameMastery Guide, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 3, Pathfinder RPG Bestiary 4, Pathfinder RPG Bonus Bestiary, Pathfinder RPG Ultimate Combat, Pathfinder RPG Ultimate Campaign, Pathfinder RPG Ultimate Equipment, Pathfinder RPG Adventure Path: Rise of the Runelords Anniversary Edition, Pathfinder Comics, and the Character Traits Web Enhancement. These rules can be found online as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd and at https://aonprd.com/.

This product is compliant with the Open Game License (OGL) and is suitable for use with the 1st edition of the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)

TABLE OF CONTENTS

TABLE OF CONTENTS

Chapter 1: Burnt Offerings

PART 1.1: Festival and Fire

PART 1.2: Local Heroes

PART 1.3: Glass and Wrath

PART 1.4: Thistletop

Chapter 2: The Skinsaw Murders

PART 2.2: The Thing in the Attic

PART 2.4: Misgivings

PART 2.5: Chasing the Skinsaw

PART 2.6: The Seven’s Sawmill

PART 2.7: Shadows of Time

Chapter 3: The Hook Mountain Massacre

PART 3.1: In the Hook’s Shadow

PART 3.2: Retaking Rannick

PART 3.3: Down Comes the Rain

PART 3.4: The Haunted Heart

PART 3.5: Harrowing the Hook

Chapter 4: Fortress of the Stone Giants

PART 4.1: Stones Over Sandpoint

PART 4.2: Journey to Jorgenfist

PART 4.3: Into the Valley of the Black Tower

PART 4.4: Under Jorgenfist

PART 4.5: The Ancient Library

Chapter 5: Sins of the Saviors

PART 5.1: The Scribbler’s Rhyme

PART 5.2: Seeking Runeforge

PART 5.3: Runeforge and the Abjurant Halls

PART 5.4: The Ravenous Crypts

PART 5.5: The Vault of Greed

PART 5.6: The Iron Cages of Lust

PART 5.7: The Shimmering Veils

PART 5.8: The Festering Maze

PART 5.9: The Halls of Wrath

Chapter 6: Spires of Xin-Shalast

PART 6.2: Whispers in the Wind

PART 6.3: On the World’s Roof

PART 6.4: Xin-Shalast

PART 6.5: Scaling Mhar Massif

PART 6.6: Pinnacle of Avarice

PART 6.7: The Eye of Avarice

Appendices

APPENDIX 2: Sandpoint

APPENDIX 3: Magnimar

APPENDIX 4: Turtleback Ferry

APPENDIX 6: Bestiary

APPENDIX 7: New Rules

APPENDIX 8: Magic Items

Open Game License

Chapter 1: Burnt Offerings

  • PART 1.1: Festival and Fire

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.
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In that stat block, in skills, reduce the bonus to Ride, Stealth, and Swim by 1 to account for the armor check penalty of the shield. (added 4/11/18)

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.
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In that stat block, in skills, reduce the bonus to Ride, Stealth, and Swim by 1 to account for the armor check penalty of the shield. (added 4/11/18)

* 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".

* Goblin dog stat block (added 4/11/18)
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In that stat block, change CMD to “14 (18 vs. trip)”.

* 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.
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In that stat block, in skills, reduce the bonus to Ride, Stealth, and Swim by 1 to account for the armor check penalty of the shield. (added 4/11/18)

  • PART 1.2: Local Heroes

PG. 20
* Ven Vinder stat block
-> {NOT AN ERROR; AUTHOR CLARIFICATION} It's worth mentioning that Ven's stats already have Power Attack factored in. This is noteworthy 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.

PG. 21
* Boar stat block (added 4/11/18)
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In that stat block, change CMD to “14 (18 vs. trip)”.

PG. 24
* Gresgurt stat block
-> Change the dagger damage to "(1d3+1/19-20)". {AUTHOR’S NOTE: Truthfully, there’s a valid case to be made that this “dagger” should be treated as an improvised weapon (-4 attack, threatens a critical hit only on a natural 20) since it’s just a broken-off shard from Gresgurt’s horsechopper, but this whole encounter is probably one-sided enough as it is.} (added update 8/20/21)

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 or weapon familiarity abilities. GMs may want to consider replacing one or both of them with any of the alternate racial traits that can replace them, such as silent hunter in the case of elven magic (see Advanced Race Guide).
-> In her list of other gear, change "+1 composite longbow" to "+1 composite longbow [+1]".

  • PART 1.3: Glass and Wrath

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.
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In that stat block, in skills, reduce the bonus to Ride, Stealth, and Swim by 1 to account for the armor check penalty of the shield. (added 4/11/18)

* 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. Alternatively you may decide that given his upbringing, Tsuto should lose his Elven language and replace it with Minkaian.} (added update 6/3/21)
-> 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, 2 of Koruvus’ 3 feats should be combat feats, but only 1 is. 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 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 skills, add “Diplomacy +4”. This addition is due to James Jacobs suggesting that Erylium’s wren familiar, Orm, should use the stats of a thrush. Thrush familiars grant their masters a +3 bonus to Diplomacy, and adding the +1 bonus for having a Charisma score of 13 gets the total bonus listed here. {AUTHOR’S NOTE: An earlier note suggested that since thrush familiar’s can speak a language, this was how Erylium learned Common in order to tutor Nualia. This is not actually necessary since quasits’ ability to communicate telepathically through touch bypasses language. In fact, all forms of telepathy bypass requiring a shared language, as per James Jacobs.} (added update 12/3/19 and again 4/2/20)
-> In Erylium’s skills, change her Fly bonus from “+12” to “+16”. (added update 4/11/19)
-> In Erylium's languages, add a couple languages of your choosing. (added update 12/3/19)
-> Add a spell component pouch to Erylium's gear.

  • PART 1.4: Thistletop

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".
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In that stat block, in skills, reduce the bonus to Ride, Stealth, and Swim by 1 to account for the armor check penalty of the shield. (added 4/11/18)

* Goblin dog stat block (added 4/11/18)
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In that stat block, change CMD to “14 (18 vs. trip)”.

* 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 his known tricks mentioned. {AUTHOR'S NOTE: I chose Attack, Defend, Down, Fetch, Heel, Seek, Stay, and Track as his tricks.}
-> Add the following line at the end of the Statistics section:
SQ sprint” (added 11/27/17)

* 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".
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In that stat block, in skills, reduce the bonus to Ride, Stealth, and Swim by 1 to account for the armor check penalty of the shield. (added 4/11/18)

* Goblin dog stat block (added 4/11/18)
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In that stat block, change CMD to “14 (18 vs. trip)”.

* Thistletop goblins stat block (again)
-> In the header, change the HP block to instead say "HP 7 each".
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In that stat block, in skills, reduce the bonus to Ride, Stealth, and Swim by 1 to account for the armor check penalty of the shield. (added 4/11/18)

* Thistletop goblins stat block (YES, AGAIN)
-> In the header, change the HP block to instead say "HP 7 each".
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In that stat block, in skills, reduce the bonus to Ride, Stealth, and Swim by 1 to account for the armor check penalty of the shield. (added 4/11/18)

PG. 47
* Goblin dog stat block (added 4/11/18)
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In that stat block, change CMD to “14 (18 vs. trip)”.

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".
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In that stat block, in skills, reduce the bonus to Ride, Stealth, and Swim by 1 to account for the armor check penalty of the shield. (added 4/11/18)

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

PG. 56
* Tentamort stat block (added 4/11/18)
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in Bestiary 2. In that stat block, the poison entry is worded unusually, particularly the frequency and effect information. What it likely meant to say was “frequency 1/round for 2 rounds; effect 1d4 Con plus nausea for 1 round”. Alternatively, another interpretation of what the effect line should have read as is “effect 1d4 Con plus nausea until the Con damage from this source is healed”.

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, the values listed in the book are then 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 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 clerics 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 again later with more levels in cleric). If the original version of Rise of the Runelords is any indication, it's modifying the Evil domain.
-> In the Before Combat section, remove the 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". Additionally, change her attack bonus with the composite longbow to “+3” since she doesn’t have bull’s strength cast to use the bow without penalty. (added update 12/26/19)
-> 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 then this potion would still be in her gear.
-> In Nualia's gear, 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 overlap 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.
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In that stat block, in spell-like abilities, change “mass enlarge” to “mass enlarge person”. (added 4/11/18)
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In the languages line, delete “Worg” and replace with “Common”. {AUTHOR’S NOTE: Thematically and given Malfeshnekor’s age, purpose, and isolation within Thistletop, Thassilonian would probably be a more appropriate language.} (added 4/11/18)

Chapter 2: The Skinsaw Murders

  • PART 2.2: The Thing in the Attic

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.}
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In that stat block, in skills, change Disable Device’s bonus from “+6” to “+7” to account for trapfinding, and note that Perception increases to +6 when searching for traps. (added 4/11/18)

* 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".

  • PART 2.4: Misgivings

PG. 91 (added 12/30/16)
* Carrionstorms stat block
-> In the header, change "HP 8 each" to "HP 11 each".

PG. 97 (added 12/30/16)
* Misogynistic Rage stat block
-> The trigger for this haunt says it’s triggered by touching the painting, but the description says that the haunt is triggered 1d4 rounds after the haunted character enters the room. {AUTHOR’S NOTE: I’m more inclined to go with the description that says it’s triggered 1d4 rounds after the character enters the room, if only because that makes it more likely to happen than on the off-chance that the particular character decides to get handsy.}

PG. 100
* Revenant stat block (added 4/11/18)
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in Bestiary 2. In that stat block, in the reason to hate ability, last sentence, change “weapon damage rolls” to “manufactured and natural weapon damage rolls”.

PG. 103
* Skaveling stat block (added 4/11/18)
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in Bestiary 2. In that stat block, in skills, change the Fly skill bonus from “+13” to “+17”.

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.

* Vorel’s Legacy stat block (added 2/10/17)
-> Vorel’s Legacy is a haunt that is CR 3, but some of its stats suggest it was once CR 4. A GM has the following options:
~ Keep the haunt at CR 3, changing Caster Level from “4th” to “3rd” and changing hp from “8” to “6”.
-OR-
~ Change the haunt to CR 4, increasing XP to 1,200 and changing the Notice DC from “15” to “20”.
{AUTHOR’S NOTE: I’m inclined to keep the haunt at CR 3. This part of the adventure is already XP-heavy with haunts, and doing this helps maintain the PCs at the levels the adventure expects them at.}

  • PART 2.5: Chasing the Skinsaw

PG. 111 (added 1/29/17)
* Foxglove Townhouse map
-> It appears as though too many walls were added to the stairwells on the 2nd and 3rd floors. You’ll notice that both floors have stairs that lead to dead ends, and as illustrated accessing the higher floors is impossible without smashing through them. It’s more than likely that this wasn’t intentional.

  • PART 2.6: The Seven’s Sawmill

PG. 113
* Skinsaw Cultist stat block
-> {NOT AN ERROR; AUTHOR’S CLARIFICATION} I want to take a moment to clarify something I see a lot of GMs and players get wrong. The skinsaw cultists’ skinsaw masks have just been donned for this part, and as such they should receive 1 point of Charisma damage that couldn’t have been healed yet. The stat block doesn’t really mention this anywhere, but it doesn’t have to. It’s a common misconception that ability damage applies directly to an ability score (in this case, reducing Charisma from 8 to 7), but that’s actually what drain does, not damage. Damage, instead, “attacks” the modifier, not the score, and lowers the modifier by 1 point for every even amount of ability damage that is taken. This means that even with a Charisma score of 8 (modifier -1), 1 point of damage doesn’t lower the score to 7 or cause any change in their stats because it’s not an even amount. If the skinsaw cultist were to take ANOTHER point of Charisma damage, then their score would still be 8, but their modifier would be -2, lowering the modifier by an additional point. 1 point of DRAIN, on the other hand, WOULD lower that 8 to a 7 and cause all the associated problems with a lowered score, modifier included. This is one of the reasons drain is so dangerous, because it can make a character no longer qualify for their own feats and therefore unable to use them. (added 5/26/17)
-> 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, changing the HP block in the header to “HP 24 each” and the hp line 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)".
-> In the gear line, add a spell component pouch. (added 5/26/17)

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.

* Skinsaw cultist stat block (again, further down the page)
-> 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.

* D7 Ironbriar’s Office (CR 7) descriptive text
-> In the flavor-text description for this room, GMs may want to mention the existence of a large footlocker. The treasure section following Ironbriar’s stat block on the next page makes mention of this footlocker with no Perception check needed to locate it, hinting that no effort was made to hide it other than hiding it in plain sight. {AUTHOR’S NOTE: For my games, I added the following sentence to the end of the room description:
In the northeast corner sits a footlocker with surprisingly little sawdust on it, covered with a plain table runner and various odds and ends.”} (added 1/13/20)

PG. 117
* Justice Ironbriar stat block
-> {NOT AN ERROR; AUTHOR’S CLARIFICATION} Justice Ironbriar is wearing a reaper’s mask which functions like a skinsaw mask. See my note above for the skinsaw cultist on page 113 regarding the 1 point of Charisma damage wearing this mask causes. (added 5/26/17)
-> In Spells Prepared, in 2nd-level spells, remove cat's grace and replace it with a different spell (clerics 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 drunk 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.

  • PART 2.7: Shadows of Time

PG. 119
* The Shadow Clock description
-> {SUPPLEMENT CONTRADICTION} According to the first paragraph, second sentence, under the "Shadow Clock" section, the tower is 180 ft. tall, and the map on the next page supports this (each section is 20 feet above the last, totaling 160 ft. with another 20 ft. to account for the height of the angel statue). According to Magnimar, City of Monuments, however, the tower is actually 250 feet, well above the height listed in this book, not to mention the "5 feet" of breathing space between the tower's top and the bottom of the Irespan's cliff-side support section. {AUTHOR’S NOTE: For the purpose of this adventure, it's probably better to go with what's listed in the book here, otherwise you'd need to add another four "E2" sections to the map on page 120.} (added 8/19/17)

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 her type from “monstrous humanoid” to “monstrous humanoid (shapechanger)”. (added 3/26/18)
-> Change the saves line to read as follows:
"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.
-> In the Feats line, change “Improved Critical (spear)” to “Improved Critical (longspear)”. (added 5/28/17)
-> Xanesha has 8 unspent skill points. {AUTHOR'S NOTE: Other than just adding them to any listed skill she doesn’t have maxed out yet, good options to add points to include Knowledge (planes) (to make the demon she creates with major image seem more convincing), Perception, Stealth (both assist her initial tactics for her encounter), and Use Magic Device (lamia matriarchs get a +4 racial bonus to UMD but without any points it doesn’t help since it’s trained only). I split up my points among these skills, putting 1, 3, 3, and 1 rank in them, respectively. This results in a total bonus of +5, +8, +9, +15 in these skills, respectively.} (added 3/8/19)

PG. 125
* Chapter 2 Story Award
-> In the story award paragraph, right before the “Concluding the Chapter” section, change “recover the list of ‘Sihedron Sacrifices’” to “recover Lucrecia’s letter to Xanesha”. {AUTHOR’S NOTE: This is a correction to a previous correction that said to instead change that text to “decipher Ironbriar’s ledger” due to lack of a better alternative as to what this “list” was referring to. It was revealed on the forums, however, that the original text was actually referring to a list that Xanesha used to possess in the original version of Rise of the Runelords, but Lucrecia’s letter seems to have replaced it since it mentions the Lord-Mayor directly.} (added correction 11/27/17)

Chapter 3: The Hook Mountain Massacre

  • PART 3.1: In the Hook’s Shadow

PG. 130 (added 9/18/17)
* Part Introduction
-> The third paragraph details distance and travel times to Turtleback Ferry from Magnimar, but these values differ from those presented on the inside back cover of Player Companion: Varisia, Birthplace of Legends. In that book, Sandpoint to Turtleback Ferry on horseback takes 12 days and 5 hours, and since the path goes through Magnimar, you can subtract the distance/time from Sandpoint to Magnimar to see how far Magnimar is from Turtleback Ferry. It comes to a travel time of 11 days and 2 hours, which is about 1.5 weeks (rather than the week suggested here). However, the mention of the river barge only taking a week can probably be kept without change. A river barge is probably most similar to a keelboat from Ultimate Combat, which has a speed while in a moving current of 60 feet. This speed combined with the fact that it can keep traveling at night without having to rest after 8 hours like horses do can explain the quicker arrival. This makes traveling by boat ultimately the fastest method.
-> In the third paragraph, third sentence, change “speed of 60 feet” to “speed of 50 feet”. Light and heavy horses only move at a speed of 50 ft.

PG. 132
{AUTHOR'S NOTE #1: 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.}

{AUTHOR’S NOTE #2: The current corrections below are meant to fix the original corrections from an earlier version of this document, after it was discovered the 4th HD bonus point to an ability score was left out. I’ve put it into Strength to get Kibb’s stats closer to the printing.} (added update 11/27/17) 

* Kibb stat block
-> In the header, change the HP block to "HP 32". {NOT AN ERROR; AUTHOR’S SUGGESTION: A GM may want to reduce Kibb’s hit points by 2d6+3. When the PCs find him, he’s stuck in a bear trap, and 2d6+3 is the damage one of these traps deals according to Ultimate Equipment. This also provides the opportunity for the PCs to earn a bonus to their Handle Animal/wild empathy checks to befriend and calm Kibb should they heal his trap wound first.}
-> 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+4 plus trip), 2 claws +7 (1d3+4)"
-> Change Kibb's Dexterity score from "21" to "20".
-> Change Kibb's Base Attack line to read as follows:
"Base Atk +3; CMB +7; CMD 23 (27 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".} 

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. 136 (added 11/6/17)
* Pit Trap (cont.)
-> In the effect line, change “fall (10 feet deep, Reflex DC 20 avoids)” to “10-ft. fall (1d6 falling damage, Reflex DC 20 avoids)”.

* Ogrekin stat block (added 4/11/18)
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in Bestiary 2. In that stat block, the +2 bonus to an ability score granted because the base creature is human was not factored in. I opted to put it into Strength, which would change the stats as follows (as per the stats in B2, not those in the RotR:AE book):
* Melee shortspear +8 (1d6+9), bite +3 (1d4+3) {NOTE: this assumes the ogrekin is using the shortspear in two hands. If using it in one, the damage is (1d6+6).}
* Str 23
* CMB +8
* CMD 19
* Skills Climb +11, Swim +11
* Also, in the treasure line, change “spear” to “shortspear”.

PG. 137
* Area A8: Mammy’s Room
-> In the header for this area, it labels this encounter as a CR 11 encounter when it appears to just be a CR 8 encounter. (added 4/30/20)

* Mammy Graul stat block
-> In Mammy's creature type line, delete "human".
-> In Mammy's senses, change the bonus to Perception from "+10" to “+13”. (added 9/6/17)
-> 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".

* Area A9: Bedroom
-> In the header for this area, it labels this encounter as a CR 3 encounter when it appears to just be a CR 5 encounter. This is likely a copy/paste error as the original RotR had the trap for this room as a CR 3 trap. (added 4/30/20)

PG. 139
* Hucker Graul stat block (added 5/7/18)
-> In the melee line, change the damage of the +1 ogre hook from “(1d10+11)” to “(1d10+11/x3)”.
-> Hucker’s During Combat section says he rages on the first round of combat. It’s worth mentioning that his stats already factor in rage, and so a GM not looking too carefully may accidentally apply the effect twice. 

* 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. 140 (added update 12/13/17)
* Area A15: The Graul Fortune description
-> In the 4th sentence of this Treasure paragraph, change “+1 shocking longbow” to “+1 shocking composite longbow [+1]”.

* Tendriculos stat block (added 4/11/18)
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in Bestiary 2. In that stat block, in special attacks, change the AC of the swallow whole ability from “AC 15” to “AC 16”.

* Ogrekin stat block (added 4/11/18)
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in Bestiary 2. In that stat block, the +2 bonus to an ability score granted because the base creature is human was not factored in. I opted to put it into Strength, which would change the stats as follows (as per the stats in B2, not those in the RotR:AE book):
* Melee shortspear +8 (1d6+9), bite +3 (1d4+3)
* Str 23
* CMB +8
* CMD 19
* Skills Climb +11, Swim +11
* Also, in the treasure line, change “spear” to “shortspear”.

PG. 142 (added 3/5/18)
* Jakardros Sovark stat block
-> Change Jakardros’ creature type from “humanoid” to “humanoid (human)”.

PG. 143
* Jakardros Sovark stat block (cont.) (added 3/5/18)
-> In Gear, change “+1 shocking composite longbow” to “+1 shocking composite longbow [+1 Str]”.

 * 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. 144 (added 3/5/18)
* Vale Temros stat block (cont.)
-> In Gear, change “composite longbow” to “composite longbow [+4 Str]”. 

* Kaven Windstrike stat block
-> Change Kaven’s creature type from “humanoid” to “humanoid (human)”.

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

  • PART 3.2: Retaking Rannick

PG. 149
* Ogre fighter stat block
-> In both the Senses line and the Skills line, change the bonus to Perception from "+5" to "+8".
-> {NOT AN ERROR; CLARIFICATION} Take note that without the Quick Draw feat, the only way this creature can perform the listed iterative ranged attack with its javelins is to start a round with both javelins already in each hand. (added 3/26/18)
-> In Special Attacks, change "weapon training (axes +1)" to "weapon training (polearms +1)".

PG. 152
* Lorgus Fenker stat block (added 4/11/18)
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In that stat block, change the CMB bonus from “+6” to “+9”.

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
-> Dorella’s AC line is already factoring in the shield spell, but she casts it in the first round of combat, not before combat starts. A GM not looking too closely might accidentally apply the effects of shield twice. Lower both her AC and flat-footed AC to “20”. Once/If she casts shield, then the listed stats will be correct. (added 3/26/18)
-> {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'S 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 the Paizo messageboards has suggested replacing it with a different property, such as spell storing. {COMMUNITY SUGGESTION (Snacker6): Alternatively, you could swap out the feat. I would choose Improved Two-Weapon Fighting instead. You would need to adjust the crit range of her other dagger however. Double Slice is another good choice.} (added 5/1/18)
-> 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 3rd-level spells, change “cure critical wounds” to “cure serious wounds”. (added 3/26/18)
-> 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.

  • PART 3.3: Down Comes the Rain

PG. 162
* Saving the Schoolchildren section
-> First paragraph, first sentence, change “(NG female human expert 2)” to “(LN female human expert 4)”. {AUTHOR’S NOTE: This change is to correct the fact that her stats appear twice in this book and are different from one another. If you instead feel she should stay a NG expert 2, then you can change her entry on page 394 to reflect that instead of making this change, as it’s uncertain what the REAL answer should be.}

* Nightbelly boa stat block
-> {POSSIBLY NOT AN ERROR; RULE AMBIGUITY} Constrict attacks are based on a creature's natural attack damage. The nightbelly boa's constrict damage is based on 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 Improved Natural Attack 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. 170
* Area C16 description (cont.) (added 12/23/20)
-> Fifth paragraph, first sentence, change “demon’s fate” to “devil’s fate”.

  • PART 3.4: The Haunted Heart

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

  • PART 3.5: Harrowing the Hook

PG. 178
* Briselda, Grelthaga, and Larastine stat block (added 4/12/18)
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in Bestiary 3. In that stat block, in Special Attacks, change the rend damage from “2d6+10” to “1d6+10”. The higher rend damage is a relic from the annis hag’s first printing in the now-obsolete Bonus Bestiary, which was made prior to Pathfinder’s official debut and finalization of rules. Later books that have used the annis hag have printed her with the correct rend damage. (added update 1/10/20)

* 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".
-> 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 Special Attacks line, change the DC of energy drain from “DC 16” to “DC 15”. (added 10/19/18)
-> In the Spells Prepared line, in 2nd-level spells, change “barkskin” to “ironskin” (Monster Codex, 45). Undead can’t be the recipient of a barkskin spell, but changing it to ironskin will keep his AC line correct, while also adding in an extra benefit of one-time crit/sneak attack protection. The duration is shorter, but shouldn’t matter for a single encounter. (added 1/22/18)
-> 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 the Special Qualities line, reduce the wild empathy bonus from “+12” to “+11”. (added 10/20/18)
-> 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, in 0-level spells, increase the DC of touch of fatigue from “13” to “15”. (added 10/20/18)
-> In the Spells Prepared line, delete the Opposition Schools line and replace it with the following:
"Thassilonian Specialty Necromancy; Opposition Schools Abjuration, Enchantment"
-> In feats, change “Martial Weapon Proficiency” to “Martial Weapon Proficiency (earth breaker)”. (added 10/20/18)

Chapter 4: Fortress of the Stone Giants

  • PART 4.1: Stones Over Sandpoint

PG. 189
* Dire bears stat block (added 4/12/18)
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In that stat block, change the Will save bonus from “+4” to “+6”.

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".
-> In Spells Known, add “(DC 13)” right after “ray of enfeeblement”. (added 5/26/19)

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)"

  • PART 4.2: Journey to Jorgenfist

PG. 197
* Dire bears stat block (added 5/27/19)
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In that stat block, change the Will save bonus from “+4” to “+6”. 

  • PART 4.3: Into the Valley of the Black Tower

PG. 199 (added 8/26/19)
* Cinderma stat block
-> This stat block tells you to reference a full stat block found in Bestiary 2. While there are no errors per se in this stat block, one thing worth noting is that the taiga giant’s spirit summoning ability has already been factored into the stat block, but does not have any of the listed spell effects applied (presumably because the giant gets to choose when performing the ritual, and GMs are assumed to choose for themselves). Because a full stat block isn’t listed here, a GM not looking too closely may forget to add this bonus effect. {AUTHOR’S NOTE: Due to Cinderma’s role as a lookout at the Jorgenfist watchpost, I feel the most logical effect to bestow on her would be see invisibility. You would list it in her senses line on her stat block.}

PG. 203
* A5 Longtooth’s Cave (CR 11) (cont.); Treasure paragraph
-> In the 2nd-to-last sentence of the treasure paragraph for area A5, change “A sixth idol” to “A fifth idol”. (added 1/19/20)

* 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 after mummy rot, add “(DC 22)”. (added 2/21/19)
-> 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 the 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."
-> {HOUSE RULE; AUTHOR’S SUGGESTION} The black monk technically has a Charisma that is 4 points higher than it should be. Rather than change it, however, it seems this was an intentional “quiet” addition to the black monk. The old version of Rise of the Runelords had the black monk with d12s for HD (based on 3.5 rules) and the resistant to blows ability. Pathfinder needed to keep him at d8s, but gave him 3 more HD than the original and a higher-than-legal Charisma would make up for the lost hp and keep part of the excitement provided by the absent resistant to blows ability, but leave out the frustration it offered with most characters possibly doing 0 damage to him. As a minor House rule to keep this higher Charisma rules-legal, I recommend adding a potion of eagle’s splendor to his gear, and adding the following to the top of his Tactics section:
Before Combat: The Black Monk quickly drinks his potion of eagle’s splendor once he realizes combat with the PCs is imminent.” (added 3/13/17)

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 opponents 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. Since then, 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 33, touch 23, flat-footed 27 (+5 Dex, +1 dodge, +2 monk, +10 natural, +5 Wis)"
-> In Spell-Like Abilities, change the line for 2/day spell-like abilities to say he can cast them 3/day.
-> The original Advanced Bestiary’s dread mummy template replaced the base creature’s stat modifiers with its own, but the new version makes no such distinction. Therefore, the black monk would receive a +2 to all six of his stats for being Azlanti. This results in the following changes: (added 3/13/17)
* Change initiative from “+8” to “+9”.
* In the Senses line, change the bonus to Perception from “+18” to “+19”.
* In the Aura line, change the Will save DC for aura of despair from “22” to “23”.
* Change the AC line to match the stat changes (already detailed in the change further up).
* Change the hp line to:
hp 163 (11d8+110)”
* Change the Saving Throw line to:
Fort +15, Ref +14, Will +12; +2 vs. enchantment”
* Change the Melee line to:
Melee unarmed strike +20/+15 (1d10+11/19-20 plus mummy rot) or slam +19 (1d8+16 plus mummy rot) or flurry of blows +21/+21/+16/+16/+11 (1d10+11/19-20 plus mummy rot)”
* In the Special Attacks line, change the Fort save DC for mummy rot from “22” to “23”.(added 2/21/19)
* In the Special Attacks line, change the Fort save DC for stunning fist from “19” to “20”.
* In the Spell-like Abilities line, change the concentration bonus from “+18” to “+19”.
* In the At-Will spell-like abilities line, change the save DC for calm animals from “18” to “19”, command undead DC from “19” to “20”, and heat metal save DC from “19” to “20”.
* In the 3/day spell-like abilities line, change the save DC for dominate animal from “20” to “21”.
* In the 1/day spell-like abilities line, change the save DC for sunbeam from “24” to “25”.
* Change the line of ability scores to read as follows:
Str 32, Dex 20, Con -, Int 14, Wis 18, Cha 26”
* Change the skills line to:
Skills Acrobatics +19, Fly +27, Knowledge (arcana) +16, Knowledge (religion) +16, Perception +19, Spellcraft +16”
* In the Special Qualities line, change the amount of points in the ki pool class feature from “9” to “10”.
* In the Breath of Death special ability, change the save DC from “22” to “23”.
-> 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.}

  • PART 4.4: Under Jorgenfist

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 +3 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, which breaks the norm for how stat blocks are usually printed. (added correction 2/21/19)

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 6 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. Since then, 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".

PG. 219
* Econtredor and Sulaminga stat block (added 4/12/18)
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In that stat block, in Spells Known, change 1st-level spells known from “3/day” to “4/day”.
-> {REFERENCED SOURCE MATERIAL ERRATA} Additionally, in this same stat block, add the following after the Languages line:
SQ smoke vision”

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 "22" 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.
-> Change the Skills line to read as follows:
Skills Bluff +24, Knowledge (religion) +12, Linguistics +4, Perception +27, Stealth +4, Spellcraft +11; Racial Modifiers +4 Bluff, +4 Stealth” (added 11/21/17)

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".

  • PART 4.5: The Ancient Library

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.
-> Add a line for gear, where you can note the Large masterwork half-plate they’re wearing. This half-plate is mentioned in the treasure paragraph, so be careful not to “double” the treasure and count these twice. The Large masterwork full plate mentioned in the treasure paragraph is worn by regular corpses, not zombies. (added 4/4/20)

PG. 227
* Shining child stat block (added 4/12/18)
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in Bestiary 2. In that stat block, in Spell-Like Abilities, in the 3/day line, change the DC of mirage arcana from “(DC 20)” to “(DC 22)”.
-> {REFERENCED SOURCE MATERIAL ERRATA} Additionally, in that stat block, in special abilities, change the DC for blinding light from “25” to “24”.

PG. 229
{AUTHOR'S NOTE: Being an 11th-level transmuter, Mokmurian gains a +3 enhancement bonus on a physical ability score of his choice, but he's missing it in his stats. Constitution is right out, since his before tactics section says 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
-> In the Senses line, change the bonus to Perception to “+24”. Note that this changes to “+28” when not wearing his fog-cutting lenses. (added 5/20/20)
-> The shield spell has already been factored in 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 was 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".
-> {NOT AN ERROR; AUTHOR’S CLARIFICATION} One thing Paizo isn’t always great at is making sure items that grant Intelligence bonuses while worn have that language in them that specifies which skills gain ranks when the item is worn, as per the descriptive text per headbands of vast intelligence and similar headband items. Going by Mokmurian’s skills, his robe of runes would be granting full ranks to two of his skills. A GM should select which two skills are boosted by this specific robe of runes, and eligible candidates are every one of Mokmurian’s listed skills except for Fly, which has 0 ranks. Personally, choosing two of the three listed Knowledge skills would probably make the most sense, and probably not Knowledge (arcana) since it would make little sense to reward a wizard with an item that boosts a skill they probably already have maxed out anyway. (added 5/20/20)
-> In Skills, change the bonus on Climb checks from "+33" to "+35".
-> In Skills, change the bonus on Perception checks from “+25” to “+24”. Note that this becomes “+28” instead when he isn’t wearing his fog-cutting lenses. (added 5/20/20)
-> In Skills, change the bonus on Stealth checks from “+22” to “+22 (+30 in rocky terrain)” and add the following to the end of the skills entry:
Racial Modifiers +8 Stealth in rocky terrain” (added 4/4/20)

PG. 231
* Mokmurian’s treasure information (cont.)
-> On the first sentence on this page (the one that started on the previous page), change “Hellfire Flume” to “Hellstorm Flume”. (added 7/14/20)

PG. 233
* Karzoug research results table
-> On the DC 50 Knowledge (history) check result for Karzoug, in the second sentence, change “Hellfire Flumes” to “Hellstorm Flumes”. (added 7/14/20)

Chapter 5: Sins of the Saviors

  • PART 5.1: The Scribbler’s Rhyme

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 armor, +3 Dex, +1 dodge)"
-> The Scribbler's fighter levels got factored into his spell resistance calculation. In the Defensive Abilities line, change the SR from "26" to "24".
-> In the Ranged line, change the attack bonus for the +1 cold iron returning dagger from “+15/+10/+5” to just “+15”. Without the Quick Draw feat (not to mention multiples of this weapon), the Scribbler can’t make iterative attacks with it. The returning property does not return the dagger in the same round, and so it alone can’t be used to achieve iterative attacks. (added 2/14/17)

PG. 242
* The Scribbler stat block (cont.)
-> In the Tactics section, in the During Combat paragraph, change the first sentence to read as follows (once this tactic is used, the original AC values listed in the stat block will be correct):
"The Scribbler starts combat by casting his quickened shield of faith spell along with summon monster VI to summon 1d3 babau demons."
-> Change CMD from "33" to "29".
-> Add "aura" to his SQ line.

PG. 245
* Yerrin-Ku stat block (added 4/12/18)
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In that stat block, in at will Spell-Like Abilities, add “(DC 19)” after “unholy blight”.
-> {REFERENCED SOURCE MATERIAL ERRATA} Additionally, in this same stat block, in Skills, change the bonus for both Diplomacy and Intimidate to “+24”.

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."

  • PART 5.2: Seeking Runeforge

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. This is a relic from the 3.5 version of white dragons—ancient white dragons in Pathfinder do not have 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, which he once had in the 3.X version. GMs may still want to consider replacing an existing feat with Snatch to make this tactic viable. (added update 6/18/20)

  • PART 5.3: Runeforge and the Abjurant Halls

{AUTHOR'S NOTE #1: Starting from this part and continuing on until the end of Chapter 5 are the descriptions and maps for all of Runeforge, including the seven Runelords’ corresponding areas that branch out from it. One big issue from this point on involves the actual size this super-dungeon is supposed to be. There are a number of discrepancies in both the descriptive texts and in the featured maps’ scales that create questions for this first part, but also for Part 5.9: The Halls of Wrath further on. In an earlier version of this document, I had listed a couple of corrections that tried to fix this issue, but further discussions in the forums now suggest those corrections may have over-simplified the issue. For the remainder of this chapter’s errata, I’ll include the {RUNEFORGE SCALE ERRATA} tag for any issues that arise due to these discrepancies.} (added 6/18/20)

{AUTHOR’S NOTE #2: Additionally within this section are a number of clarifications that mention partial stat blocks and whether or not the creatures they’re for should receive the bonuses or penalties for being in Runeforge. I have purposefully left out any creature with a partial stat block that is automatically ineligible for receiving these bonuses, specifically any creature that is mindless, including a number of constructs and oozes.} (added 7/13/20)

PG. 254
* Area D: The Runeforge descriptive flavor text
-> {RUNEFORGE SCALE ERRATA} In the first sentence, it mentions this room being “two hundred feet across” when the map’s scale on page 255 suggests it should be “one hundred feet across” instead. The GM could change the text here, or they could opt to change the map’s scale to say each square is 10 ft. instead of 5 ft. There are arguments for doing either, however I recommend keeping the 200-ft. width and adjusting the map’s scale on page 255, mainly due to:
* MOST of the branching chambers list their hallways leading back to this central area as being 10 ft. wide instead of 5 ft. wide, which would match a larger scale.
* The description mentions that each statue is 10 ft. away from an entryway into one of these branching chambers, which a larger scale on the map would support.
* At the end of this chapter, one of the statues will come to life and attack the PCs, and its size on the map suggests it’s Large when it’s actually Huge, and a 10-ft.-square scale would better support the map’s artwork showing the size of a statue becoming a Huge construct. (added 6/18/20)

PG. 256
* Abjurant Halls description (cont.)
-> In the second paragraph of this section, last sentence, delete “or bardic knowledge”. This is a holdover from 3.X D&D when bardic knowledge was its own separate check and not just an ability that adds a bonus to all other Knowledge checks. (added 7/14/20)

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".

  • PART 5.4: The Ravenous Crypts

PG. 258
* Wraiths (1d6) stat block (added 4/12/18)
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In that stat block, change flat-footed AC from “14” to “15”.
-> Note that when referencing the stat block in the Bestiary for this creature, Runeforge itself is adding additional bonuses, including a +1 to skill checks, attack rolls, and saving throws. Additionally, the GM should apply the effects of desecrate to this creature, as per the ongoing effect within the Ravenous Crypts (however not the bonus hit points, as the wraiths don’t appear to have been created within the desecrate effect, as per the partial-stat block’s header). (added 7/13/20)

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. 261
* Nightwing stat block (added 4/12/18)
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in Bestiary 2. In that stat block, change the CMB bonus from “+24” to “+26”. Keep in mind that if it performs a combat maneuver that makes use of one of its natural attacks, this bonus will increase further by another +1, thanks to its constant magic fang spell-like ability.
-> Note that when referencing the stat block in the Bestiary for this creature, Runeforge itself is adding additional bonuses, including a +1 to skill checks, attack rolls, and saving throws. Unlike the wraiths mentioned above, GMs should be careful NOT to add the effects of desecrate, as the effect to summon the nightwing is the same that “turns off” the effect throughout the Crypts, but also because the nightwing already has an aura that provides those bonuses anyway. (added 7/13/20)

PG. 262
{AUTHOR’S NOTE: Similar to the Black Monk earlier in this adventure, Xyoddin Xerriock appears to have an overinflated Charisma score. As best as we can tell, in the transition from 3.5 D&D to PFRPG his Charisma was arbitrarily increased to improve his hit points since undead in Pathfinder no longer receive d12s for their HD the way they did in 3.5 D&D. If this is the case, however, it was an obscene over-correction considering his hp in the original AP was only 93 compared to the hp listed in the updated version (not to mention the corrected hp values listed below). Currently, his Charisma score is 30 but even if you add a potion of eagle’s splendor to his gear and have him drink it before combat, mathematically the highest Charisma score he could legally have is a 24. Losing a chunk of hp and taking a -3 to all Cha/Con-based attributes may not have been what the designers intended, so GMs can choose to either reduce his Cha as mentioned above, or slap a “unique” tag to the front of his creature line to ignore this fact and continue on with the following corrections.} (added 2/4/21)

* 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 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".
-> {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. Since then, 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 rage ability for 10 rounds per day, but only when attacking humans."
-> In the Echoes of Humanity ability 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 decided 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 (as in, be adjacent to) 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".

  • PART 5.5: The Vault of Greed

PG. 268
* Water mephits stat block
-> {AUTHOR’S CLARIFICATION} Most creatures within Runeforge are receiving bonuses for being in specific areas whose sin magic corresponds to those creatures’ most notable sins (+1 to skill checks, attack rolls, and saving throws). For creatures like these water mephits where the reader is asked to look in another source book, it’s up to the GM to add those bonuses in manually. Some creatures might not warrant these bonuses, and the water mephits are arguably one such example. In addition to not being described as particularly greedy, these outsiders appear to be outright intruders within Runeforge that the architects tried very hard to remove. Adding Runeforge bonuses would be GM fiat. (added 7/13/20)

PG. 269
* Ordikon, the Mithral Mage stat block
-> In the original version of the Advanced Bestiary, the metal-clad template had an error where it listed two contradicting challenge rating adjustments. For mithral-clad creatures specifically, the CR became either base+1 or base+5 depending on which line you decided to go with. In the Pathfinder-specific updated version of the Advanced Bestiary, Green Ronin settled on the latter of these two, and on paper this would adjust Ordikon's CR to 17 which is obviously considerably higher, and would greatly increase his XP reward to 102,400. A GM would need to consider whether to go with what's written here, or adjust it to this higher CR and XP reward. (added 7/14/20)
-> 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, not to mention he lacks the Quicken Spell feat.
-> In Spells Prepared, in the 5th-level spells, replace “quickened shield” with either “shield” or a different 5th-level spell, as Ordikon lacks the Quicken Spell feat. Ordikon will still need to be able to cast shield in order for his before combat tactics to remain accurate, so if choosing to replace the spell with a different 5th-level spell, be sure to swap out one of his 1st-level spells for shield. {AUTHOR’S NOTE: I swapped out one of his castings of magic missile.} (added 6/20/17)
-> 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".
-> Like the various headbands of vast intelligence mentioned earlier in this document, once possessed for at least 24 hours, Ordikon’s staff of mithral might should grant full skill ranks to one specific skill chosen by the staff’s creator at the time of crafting. For this adventure, any of Ordikon’s listed skills except for Fly and Swim are eligible for this. {AUTHOR’S NOTE: I chose Craft (metalworking) as it seemed the most appropriate thematically.} (added 7/14/20)
-> 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. Since then, 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:
-> Note the potential change to the challenge rating as detailed above in Ordikon’s base corrections. (added 7/14/20)
-> 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. 271
* Zuvuzeg stat block
-> Note that when referencing the stat block in the Bestiary for this creature, Runeforge itself is adding additional bonuses, including a +1 to skill checks, attack rolls, and saving throws. (added 7/13/20)

  • PART 5.6: The Iron Cages of Lust

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. 276
* Enslaved stone giants stat block
-> Note that when referencing the stat block in the Bestiary for this creature, Runeforge itself is adding additional bonuses, including a +1 to skill checks, attack rolls, and saving throws. (added 7/13/20)

PG. 278
* Shining child stat block (added 4/12/18)
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in Bestiary 2. In that stat block, in Spell-Like Abilities, in the 3/day line, change the DC of mirage arcana from “(DC 20)” to “(DC 22)”.
-> {REFERENCED SOURCE MATERIAL ERRATA} Additionally, in that stat block, in special abilities, change the DC for blinding light from “25” to “24”.
-> {AUTHOR’S CLARIFICATION} Most creatures within Runeforge are receiving bonuses for being in specific areas whose sin magic corresponds to those creatures’ most notable sins (+1 to skill checks, attack rolls, and saving throws). For creatures like these shining children where the reader is asked to look in another source book, it’s up to the GM to add those bonuses in manually. Some creatures might not warrant these bonuses, and the shining children are arguably one such example. Based on their description—particularly the part where they’re described as feeling no lust for their mistress, only an infatuation with her akin to a parent-child relationship—these creatures probably should receive no bonuses for being lustful within the Iron Cages. (added 7/13/20)

  • PART 5.7: The Shimmering Veils

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. 281
* False Vraxerises stat block (cont.) (added 7/7/20)
-> In these creatures’ gear entries, their headbands of vast intelligence +2 need to specify which skill they’re providing full ranks to when worn for over 24 hours. A GM trying to decide which of the listed skills should be the one being provided by the headband should know that all of the seven listed skills have full ranks assigned to them, so any one of them is eligible for this.

PG. 282
* Area I3: Meditation Room (cont.) (added 7/7/20)
-> In the final paragraph of this section (the second paragraph within the Treasure subsection), the last sentence mentions a headband of vast intelligence +6. A GM will need to assign 3 skills that this item grants full ranks to when worn for over 24 hours.

  • PART 5.8: The Festering Maze

PG. 285
* Sobloch stat block (added 4/12/18)
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In that stat block, change CMB from “+0” to “+3”.
-> Note that when referencing the stat block in the Bestiary for this creature, Runeforge itself is adding additional bonuses, including a +1 to skill checks, attack rolls, and saving throws. (added 7/13/20)

PG. 286
* Omox demons
-> Note that when referencing the stat block in Bestiary 2 for this creature, Runeforge itself is adding additional bonuses, including a +1 to skill checks, attack rolls, and saving throws. (added 7/13/20)

* Elder water elemental stat block
-> {AUTHOR’S CLARIFICATION} Most creatures within Runeforge are receiving bonuses for being in specific areas whose sin magic corresponds to those creatures’ most notable sins (+1 to skill checks, attack rolls, and saving throws). For creatures like this elder water elemental where the reader is asked to look in another source book, it’s up to the GM to add those bonuses in manually. Some creatures might not warrant these bonuses, and this water elemental is arguably one such example. For one, it’s not an actual resident within Runeforge, as it’s more or less been abducted from the Plane of Water. Secondly, it immediately starts attacking the omox demons. Finally, its thoroughness with cleaning the Festering Maze shows real zeal, and there’s actually a real case to be made that it should be receiving PENALTIES for being in this area (-2 to skill checks, attack rolls, and saving throws instead of the +1 bonuses). This would, of course, be GM discretion. (added 7/13/20)

PG. 287
* Chernobues stat block
-> {AUTHOR’S CLARIFICATION} Most creatures within Runeforge are receiving bonuses for being in specific areas whose sin magic corresponds to those creatures’ most notable sins (+1 to skill checks, attack rolls, and saving throws). For creatures like these chernobues where the reader is asked to look in another source book, it’s up to the GM to add those bonuses in manually. Some creatures might not warrant these bonuses, and these chernobes are arguably one such example. Nevermind that these creatures are relative newcomers to Runeforge (only having been within it a few weeks), chernobues as far as qlippoths go are probably more closely associated with the sin of lust than any other sin. GMs may therefore want to consider leaving off Runeforge’s bonuses while they’re found in this area, and only applying them if they somehow end up in the Iron Cages of Lust, or applying penalties if they’re somehow led within the Ravenous Crypts of Gluttony or Vault of Greed. (added 7/13/20)

PG. 288
* Jordimandus stat block (added 2/4/21)
-> In the Senses line, change the bonus to Perception from “+16” to “+17”.
-> In the Defense section, change the saving throw line to “Fort +17, Ref +9, Will +16”.
-> In the Melee line, change the attack bonus for the unarmed strike to “+10/+5”.
-> In the Skills line, increase the bonus to every listed skill by +1.

PG. 289
* Jordimandus stat block (cont.)
-> In Special Abilities, in the description of the demonically obese ability, change “+4 natural armor bonus” to “+6 natural armor bonus”. The AC line already reflects this. (added 2/8/17)

* Sobloch stat block (again)
-> {REFERENCED SOURCE MATERIAL ERRATA} This partial stat block references one found in the first Bestiary. In that stat block, change CMB from “+0” to “+3”. (added 4/12/18)
-> Note that when referencing the stat block in the Bestiary for this creature, Runeforge itself is adding additional bonuses, including a +1 to skill checks, attack rolls, and saving throws. (added 7/13/20)

* Variant ochre jellies stat block
-> This partial stat block really isn't doing justice to the full extent of the changes made to these four oozes. In addition to the few alterations they mention here to keep in mind when referencing the ochre jelly stats in the first Bestiary, page 287 of this book also mentions additional features that are removed and added. For easy reference, here is a link to the full stats for these creatures with brand new names to better reflect what they are. (added 7/16/20)

  • PART 5.9: The Halls of Wrath

PG. 290
* Lead-in text, 3rd paragraph