Augmented Gearsman

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I'm not 100% sure where to report an issue that probably needs errata, but I did wanna try and bring attention to a bit of an oddity I found with the following Leshy ancestry feat.

Quote:

Unassuming Heroes (level 5)

Source Tian Xia Character Guide pg. 42
Frequency once per day
Access peachchild leshy heritage
You have a talent for making friends through simple kindness, often among stray animals or other creatures that people tend to overlook, and your inherent magic can make these acts take on additional power. As an Interact action, you can feed a small treat, such as a millet dumpling, to an animal that has an indifferent or better attitude toward you. For the next 1 minute, one of the animal’s unarmed attacks becomes a +1 striking unarmed attack. If it was already a +1 striking attack, it instead gains the effects of the ghost touch rune.

The issue with this feat how it's applied to two entities that don't actually (or wholly) interact with a +1 striking bonus.

Animal companions do not gain striking runes nor do they benefit from item bonuses other than to speed and AC. They do gain additional damage dice, but that isn't a striking rune (even if it is worded so they don't stack). This potentially could give them an extra damage die if they aren't mature yet and haven't gotten their damage upgrade, but the ghost touch aspect wouldn't really apply as they aren't getting that from a Striking rune or enchant.

NPCs meanwhile operate on a different set of rules, and likewise just have their attack bonuses factored in; if they already have two damage dice, then technically this would give them a +1 to hit on top of it, but that throws into question if it'd ever grant them a ghost touch effect. If it doesn't, then the ghost touch effect actually can't ever be applied to an animal, companion or NPC.

I think the intention for this feat is pretty obvious, though, and it instead was supposed to be:

Quote:
For the next 1 minute, one of the animal’s unarmed attacks is increased from one damage die to two. If it already had two damage dice, it instead gains the effects of the ghost touch rune.

Removing the rune requirement/reference. As is it seems more like just using the wording for the Runic Body spell, but applying it to something you wouldn't normally put it on.

Apologies if this is not the right place to discuss or report this thing, I'm not exactly sure where to bring up stuff that calls for an errata.


I have one player who wants to play a vampire, and I'm trying to see if there's any good tie-ins for them as the one who turned them among the NPCs in the book.

I've skimmed through all 6 books but haven't read them in depth, so the options I've noticed so far are:
Tobias Highridge (the tax collector in Sallowshore, a fairly low-stakes option)
Lord Zthni (the mealy but charismatic Blood Lord staying at Harrowhouse, I could see this one being funny)
Hyrune (a big bad vampire, the PC would have slipped out from their gaze until they went to confront him)
Kemnebi (the big bad himself)

The thing about Kemnebi is, if he knows the characters are after him, how much agency would a vampire spawn of his have in retaliating against him? For Hyrune, my strategy would be that, when Geb indirectly instructs them to hunt him down, he'd also subtly grant the vampire PC a way to resist Hyrune's compulsions so they can hunt him down.

I'd plan to use something similar for Kemnebi eventually, if that's whom they wanted to go with, but prior to Geb getting involved that boon wouldn't exist. Does Kemnebi directly intervene with the player affairs to the point where it'd derail things, if they could just compel a PC to be their servant? Do you have any ideas on how you would address this as well? I'd want the threat of compulsion and sabotage to be there, but I also want the player to feel like they can dodge it or fight back against it, but if it's too much I'll opt for another option.

And, just to check, are there also any other NPCs that'd be good candidates as a vampire spawn's master? Either that are cooperative with the party or if the party winds up taking them down/overcoming them.

(I've also kept most of the npcs' relevance and plot twists a secret: the player only knows the NPCs' standing and general personality, so no worries there.)