Necroing 7.5 years later because now I'm running Jade Regent. Bestiary Box 3 has 2 dire corby pawns.
No plastic/metal miniatures exist for dire corbies to the best of my knowledge. Jade Regent's biggest dire corby encounter requires 4 dire corbies, so one B3 box and two Hell's Rebels sets would have a DM covered.
Matthew Downie wrote: Are you really giving out 2 attribute points per level? Because that could lead to a character with an attribute above 50 by the end of the campaign... Not if attributes are capped at 18 (19 at lvl 4, 20 at lvl 8, and so on) before racial modifiers. They also started with low attribute points to start with so there's catching up to do.
I would like to focus more on bringing back the five imperial lines. I'm working from the assumption that there have been members alive as recently as 5-10 years ago (when the last emperor was assassinated), and at endgame levels, Resurrection is fairly available (if nothing else, it may be that the other families' seals can cast Resurrect on a family member like the Amatatsu seal can). But who to use? Well, there's a whole plot point about retrieving Higashiyama Shigure's remains, so his body is clearly available for Resurrection. Where in books 4-6 could I put more dead bodies of the imperial families? Or even, could it be that there could be someone alive somewhere, anywhere, that the PCs could track down? Could any NPC turn out to be of one of the bloodlines? I should note, I'm not a big fan of the seal-invested non-bloodline scion thing, so I'd like to avoid that which feels like a cheap way out to me. I'd like to have some actual members of bloodlines. Also, if you resurrect Shigure, does he become emperor again? I assume that if it's before Ameiko's ascension then yes, but what if it's after Ameiko's ascension?
Rusty Dragon upper floor room confusion: Spoiler: There are 7 normal rooms without commodes (these are easy to spot in the bottom left quarter of the map). 5 rooms with their own commodes according to text, but the map actually shows 7 rooms with their own commodes. What's up with that? Also, which of the rooms is the Bronze room?
Mathmuse wrote: Since your party has a bard and lacks a healer, Amaya as an... I'm not much worried about healing. Between the bard and the witch there will hopefully be plenty of Cure spells, and everytime they return to camp, Koya will be an available cleric (though I might bump her a level to 5th, so she can access Remove Curse/Blindness/etc.). I will probably keep Amaya as a Detective as per her Song of Silver writeup, not that it matters much because I'll be trying to keep the NPCs out of combat as much as possible. I'm thinking her major role will be to wrestle with the, "if Ameiko happens to die, I will become empress of a major nation" issue, so struggle to remain CG without slipping toward CE. Also toying with ideas to include Hirakonu from Song of Silver, since he was explicitly written with the idea of being added to Jade Regent, but I'm not feeling the character much yet. Has anyone used him, what was cool about him?
Lol, I just noticed that between all the six characters, five of them have Str at 7 or less. I predict a lot of trouble with basic melee. Good thing I'm giving out ability points faster than base game (2pt/lvl instead of 1pt/4lvl) so hopefully by the end of Brinewall Legacy things will look up on that front. But at the very least, I know what those two chests at the end of Brinewall Castle (that are open for DM to customize) will contain...some belts of giant strength! :D I will probably have *some* sort of relationship number to represent how strong the relationship is, but I won't use the as-written mechanics. Maybe I will just DM fiat the number. But I want to have some sort of numerical indicator. If nothing else, to give some xp buffs when the relationship levels are reached. Oh, one more question I had. I know Ameiko and Shalelu have pawns -- in Rise Pawns, I think. Do Sandru and Koya have pawns in any set? Pathfinder Society or Inner Sea Pawns perchance? Are there any other Jade Regent relevant pawns in any other set? Since JR doesn't have its own. I know Paizo sometimes slips in characters from APs into "generic" sets. Miniature suggestions also welcome.
Next Friday I will be starting Jade Regent for my RL group. Having read many threads here, I'm inclined to dump the caravan and relationship rules and just run those two aspects with just flavor, no crunch. But there are a few additions I'm planning on that I would solicit opinions on. * I want to include Amaya in the caravan in addition to Ameiko. Having the party travel all the way to Westcrown to go get her seems like a clumsy detour. On the other hand, just having her happen to be in Sandpoint seems awfully convenient. I'm thinking that after the group brings the letter to Ameiko from Brinestump, she then contacts Amaya and invites her over to discuss things. But I'm open to hearing better ideas for how to bring in Amaya. * Ameiko and Sandru's personal tragedy with the cannibals was at the southern Fogscar mountains, and coincidentally, the caravan route goes *right* past that location, so it seems totally out of character to pass that region unnoted. What will I do with it? I guess the simplest is cannibals are still there, group goes wipe them out, catharsis and closure. But I'd like some additional depth to that. I was thinking maybe they find some old item of Alder's and bring it to Ameiko, and it starts haunting her, as the spirits think that Ameiko fled and left the rest of the group to die. To exorcise the haunting, Ameiko would need to perform x acts of bravery which would lay the spirits to rest. Con: this will push Ameiko to participate in combat encounters? That's an unwanted outcome for me. Ideas to solve? The group consists of
All six are new to the system and thus characters are very unoptimized, so I will not be modifying encounters (at least upwards in difficulty) and may use the fast XP track.
Ryze Kuja wrote: That's not a full stop moment. You have to read the rest of it. That clause has a condition, and that condition is: Yes, but that's not a problem at all, because that condition is always fulfilled. I have no problem using the Int score instead of the Str score, it's not a problem, so the condition is always fulfilled and thus the condition is not relevant. I'm not insisting on not using the Int score. Quote:
Right, if you had a primary claw attack you'd take -5 to hit with the hair, but that has no relevance to the topic being discussed.
Ryze Kuja wrote:
That part is irrelevant to this discussion, though. The ability score doesn't matter to whether the using as a limb is part of the standard action. That's why it's important to understand that there is the word AND between the growing hair AND using it as a limb -- i.e. BOTH are part of the standard action, not just one or the other.
Ryze Kuja wrote: If you have already activated Prehensile Hair in round 1 and now you have a natural attack, and then several rounds go by and it's now round 4... Could you: make a 30ft move action to get within 10ft of your target, then use a Standard Action to cast a Misfortune Hex on your target, and then use no action to make all your Natural Attacks as well? No. Natural attacks are attacks, and those require a standard action. A bear has natural attacks, but they aren't free actions. One attack is a standard action, and multiple attacks is a full attack action. Quote: Do you get those Natural Attacks as free attacks every round? Or do natural attacks require a standard action? Natural attacks require a standard action unless trumped by a more specific rule, like the prehensile hair hex.
Ryze Kuja wrote:
I've done so multiple times. The rules say that activating a hex is a standard action. The hex writeup says that activating the hex allows you to grow your hair and use it as a limb. Ergo, a standard action allows you to grow your hair and use it as a limb.
I've yet to see any argument based on rules that justifies why using the hair as a limb couldn't happen on the activation round. All I hear is people don't want it to be like that, but nobody's been able to actually cite any rules justification for why 1) growing hair 2) using it aren't part of the single standard action to activate.
vhok wrote: It’s a standard action to Grow it out and that’s the only thing you can do with it in that standard action, period. Incorrect. It says what it does and it does what it says. The standard action is, and I quote exactly: Quote: The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, AND can manipulate her hair as if it were a limb There is no RAW justification for chopping off the part after the AND and saying that only the first half of the sentence is the standard action.
Ryze Kuja wrote:
You wouldn't get that, because the ability doesn't say it gives that. To quote you: Quote: "It says what it does and it does what it says." So when it says that the standard action is 1) growing the hair AND 2) using it as a limb, then it clearly says what it does, and it does what it says. The standard action is growing the hair AND using it as a limb.
MrCharisma wrote:
Easy. Using the hex is a standard action. Using the hex is growing the hair and using it as a limb. Ergo, growing the hair and using it as a limb is a standard action.
The activation is clearly a standard action. That's not a discussion. There is no activation action stated in the hex, thereby it clearly defaults to the default rules for a hex which is a standard action. But it seems pretty clear that the standard action includes both 1) growing the hair *AND* 2) using it as a limb, fr.ex. attacking. So you can attack in the round where you perform the standard action.
Hi, my question is about the witch hex prehensile hair. I searched a bunch of threads, but all of them were arguing about what kind of action activation is -- IMO, that's clear, activation is a standard action. However what I'm unclear on is whether the attack is included in the activation. That is to say, can you attack with the hair in the same round as you do the standard action of activation, or do you have to do standard action (activate) on round 1 and standard action (attack) on round 2, thus having a dead round for the activation. The relevant passages are: Quote: Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. Quote: The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. (...) The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. The way I read it, it is a standard action to use the hex, and using the hex means 'instantly causing hair to grow *AND* manipulating the hair as if it were a limb'. It does not state that the manipulation has to occur on a subsequent round. Using the hair as if it were a limb includes the possibility of attacking with it, so the standard action includes 1) causing the hair to grow *AND* 2) using it to attack as a limb, both in one standard action. Why is this ruling wrong, if it is?
Female Human Commoner 1
08 Miyuki - daze fails
The enemy attacks again with two vicious claw attacks. It first tries to finish off Vixen... Enemy Claw: 1d20 + 8 ⇒ (8) + 8 = 16 Dmg: 1d8 + 4 ⇒ (3) + 4 = 7 ...and then next goes after the other one that has managed to injure it, that being Saiya... Enemy Claw: 1d20 + 8 ⇒ (11) + 8 = 19 Dmg: 1d8 + 4 ⇒ (6) + 4 = 10 I believe that may actually take two of your melee attackers off the table. :) Jass has two pending rounds to take. Everyone may act, including Jass with three rounds' worth of actions. If you go down, make sure to calculate what negative hit points you are at, roll for stabilize, and keep adding the -1hp every round if you don't stabilize. You have dealt a total of 16hp damage to the creature. (4 Jass + 10 Vix + 2 Saiya)
Female Human Commoner 1
Vixen was the closest to the creature since she was trying to pick it up, so the enemy attacks her with two vicious claw attacks. Enemy Claw: 1d20 + 8 ⇒ (15) + 8 = 23 Dmg: 1d8 + 4 ⇒ (5) + 4 = 9
18 Malarra - miss
NEW ROUND 08 Miyuki - daze fails
Everyone except Miyuki (who took her turn early) may act. Jass has two rounds of actions, since the first round action is still pending. Miyuki knows that the Daze didn't work because the creature does not qualify as "humanoid" type.
Female Human Commoner 1
Jass' roll is *just* enough to hit, thanks to Precise Shot which saves the day! It's a hit, a palpable hit, and the crowd goes wild! The old woman lets out a squeal of pain as the arrow sinks right into her shoulder, and she recoils backwards. When Saiya speaks and draws her rapier, the woman fixes her eyes on the fetchling with a cold, determined stare. "Fine. Have it your way, then!" she hisses angrily, and her form starts to waver. Her shape changes like flowing liquid, becoming a gray featureless humanoid just like your torturer downstairs and the three dead bodies in this room. Enemy Init: 1d20 + 1 ⇒ (11) + 1 = 12 Saiya Init: 1d20 + 1 ⇒ (15) + 1 = 16
Saiya, Malarra and Jass may take a combat turn. Others may only fluff pose at the moment.
Female Human Commoner 1
Jassminder only:
You feel very certain that the doctor is a shapechanger putting on an act and waiting for the right moment for something. "No, not at all! I would never enjoy torturing people like that...I'm a doctor, see!" the old woman points to the nametag on the breast of her white dress saying 'Doctor Latchke'. As Malarra questions the woman about the location, the doctor looks momentarily confused -- why wouldn't you know where you are? -- before answering, "What, you mean this place...you don't know where you are?" She doesn't get any further along that line of answering though, when Saiya's words catch her attention. "No, no -- I can't go -- I can't go *there*! They're crazy, they'll kill me -- they can change their shape, they're not who they look like, I can't go there, I can't go there, I can't --" the woman blurts out hysterically at the suggestion of going back to the barricade. Saiya's further questions don't evoke an answer, as the woman seems quite distraught now and preoccupied with just the idea of the barricade and clearly not wanting to go there. She keeps on babbling, "No...not there!" over and over again. Lifting the woman poses no problem to Vixen.
Female Human Commoner 1
Saiya: The injured woman has a nametag on the breast of her dress saying, "Doctor Latchke". She has dark stains on her white dress that you think are blood, but the fabric of the dress is not torn in those spots. The woman's leg is broken in a gruesome manner, with bone protruding out of her flesh around mid-calf. "Thank you, thank you..." the woman answers Vixen's words. The hat can be removed so Vixen can better see the woman's face. Malarra: The bodies of several humans lie amid the debris, and you're pretty sure none of them are alive. You particularly note that the modes of death are different for some of them. Some seem to have been crushed under debris, but others are on top of the debris and instead have sharper wounds, such as from slashing or piercing attacks. Your search also spots three bodies that are not human, but instead gray featureless humanoids with crossbow bolts sticking out of them. Furthermore, you also notice that both the human corpses and the gray corpses have had lengths of flesh deliberately stripped from them, clearly cut long rectangular sections removed as if with a sharp instrument.
Female Human Commoner 1
You proceed north along the hallway, until it expands into a larger open area. (Google Slides updated with layout.) In Search of Sanity, p.18 wrote: The walls between the hall and this office have largely collapsed, exposing debris-cluttered desks, toppled lockers, and several bodies that almost look human. At least one of the bodies still appears to have some life left in it, although barely. A grandmotherly old human woman in a white dress and hat is lying amidst the rubble, giving the occasional move and moan of pain.
Female Human Commoner 1
Enemy turn. The remaining molelike attacks in melee. Because it's Tiny, it has to enter its opponent's square, which provokes an AoO. It attacks Vixen, who had a pending attack to be resolved on the next round, so I will use that attack roll for the AoO. It is enough to hit, and the damage is enough to put the molelike down. The two ratlikes and one molelike are all down. Combat is over.
Female Human Commoner 1
Erisa hits and kills the remaining ratlike; Jass and Malarra miss. 16 Danior - EMPTY
Giving a couple hours for Danior/Miyuki to get something in before I move on to next round. Saiya, you will develop Filth Fever after you have rested 1d3 ⇒ 2 nights. Make note of it somewhere. Same thing for Danior, actually, I forgot to roll onset during the corpse pile climb earlier. 1d3 ⇒ 3 nights from now, Danior will develop Filth Fever symptoms, please make note of it.
Female Human Commoner 1
Pics of enemies are up on Google Slides. Init order 21 Malarra - throw dagger - hit but no crit, for 3hp dmg, one of the ratlikes, doesn't go down
Rolling randomly for Vixen and Malarra's non-specified targets. 1d3 ⇒ 3 one of the ratlikes
Rolling init for everyone who hasn't. Danior Init: 1d20 + 2 ⇒ (14) + 2 = 16
Danior, Jas, Milady, Malarra, Erisa and Miyuki may post their turn. Saiya needs to roll her CLW healing. Vixen has already taken this turn. Miyuki knows that her spell failed because the target was not a humanoid. Remember to add in Erisa's bless to your rolls if appropriate.
Female Human Commoner 1
Erisa finds two unused sunrods that have rolled beneath a boiler, about 4 feet from the nearest edge. A Small or smaller creature can climb under to collect them, but larger creatures will have to devise some method to recover them. The glow that Saiya investigates, however, does not come from the sunrods, which are unlit. Instead, when she investigates: In Search of Sanity, p.18 wrote: Anyone who moves to investigate the light catches a glimpse of glowing eyes and writhing face tendrils before three creatures attack. Two look like huge three-foot tall super-feral rats, and the third is smaller than them, a one-foot-high creature that has a rat's body, simian hands and a molelike nose from which a mass of tendrils flails out. (Pictures will be added to Google Slides later today.) The three creatures attack as they emerge from underneath the boilers. There is no surprise on either side. Enemy Initiative: 1d20 + 2 ⇒ (14) + 2 = 16 Anyone may pose a fluff reaction. Those who roll Initiative higher than 16 may also pose crunch reaction, which will occur before the below: Enemy Atk (rat 1 bite): 1d20 + 1 ⇒ (18) + 1 = 19
All three attack Saiya since she went closest to investigate. Both rats hit (working off the AC 14 that Saiya has in her tagline), as does one of the molelike's claws. Bite Dmg: 1d4 ⇒ 3 plus disease, roll Fort
Total 7hp damage to Saiya, plus two Fort saves.
Female Human Commoner 1
In Search of Sanity, p.17 wrote: Mighty iron boilers crowd here, their pipes piercing the walls and ceiling. Shadows and rust fill the narrow gaps between the cold tanks. Google Slides updated with the layout of the room. Saiya notices a faint glow emanating from beneath a boiler toward the rear of the room.
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