Heng |
Heng wrote:can't remember what the other alliance was... meeting with a daimyo or something. might be time to update the campaign page?Lol? Not much to update, since the last entry is the O-Sayumi rescue. As a result of that, O-Kohaku was working to arrange a meeting with you and the governor's brother. That was 5 days ago, game time.
yeah, and nearly 2.5 months RL... just saying I'm not really even remembering our mission and the campaign page stops at meeting with the geishas. we could use an update for the prince's name, 3 monkeys names, a country map maybe. it doesn't help that these are all faux asian names that are hard to keep straight: O-mygod or O-no?.
I usually angle my campaign pages to jog players memories for what they are doing as well currently as a journal of past events. If possible move current NPCs to the top.
DM NomadSage |
That's a good idea... I still have to look these names up every other day to keep them straight. Doesn't help there are more than a dozen different NPCs. I try to keep them interesting, or give them standout characteristic. I'll drop some info on the campaign tab -- as I've said before, if you guys want me to add anything specific, just let me know.
I sent out a Minkai map a long time ago. Nothing has changed, but I can add some lines and pointers and send a new one.
DM NomadSage |
Take a minute to review the chase rules... Each check uses a move action, so you can get 2 checks per round (as well as cast spells, etc like normal). You can attempt to jump 3 cards ahead with a full round action, but you must pass both checks or else you don't move at all.
I understand everyone will find a few checks to be impossible. You can bypass a single card without having to make a check as a full round action... simulates slowing down to find an alternate path.
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
Rules don't say that at all.
They say a move action to move through the card and a standard action to perform the action.
No discussion about the bypass.
If we're using the rules you linked above (which are different than the chase rules) then Parity will take the full round action to bypass the card.
DM NomadSage |
Ugh, I mis-read that badly. The bypass is my house rule. I should have clarified that.
I think I got some negative transfer from the original rules out of CotCT. Now, the 3 card full-round doesn't make much sense, as you can normally only go through 1 per round...
So, the rules (including house):
Move action to pass through a card. Standard action to make the exit check (choose 1).
Full-round action to pass through 2 cards (ending up at the start of the 3rd); requires making both rolls from the card you are exiting.
Full-round action to bypass a check (still need to move through a card to get to the check point).
DM NomadSage |
Question: so I get another move , but I wanted to try for both challenges in the cluttered tunnel which takes a full... How does that work?
Okay, so next round, you can attempt both rolls as a full-round action. If successful, you'll move from card 1 to card 3.
If you fail one by 5 or less, you move 1 forward. If you fail one by 5 or more, you don't move. If you fail both, you're stuck and have to spend another full round getting free.
DM NomadSage |
Aaaand, I was thinking last night... I don't want this to be a full-on railroad scene. Harlan, for example, is going to have a tough time with most of the athletic checks (which makes sense, as the handicapped halfling). If you guys have a spell or special ability that creatively seems like it would help vs the card, go for it! Examples I was thinking of were stone shape vs the door arch to make the door fall off, or fireball the door to pieces, etc. Maybe substitute in a Spellcraft check, if it makes sense.
Nomad Sage |
Love love love this long cut fight from S1. Still have to catch up on S2... will do after I catch up on Walking Dead. Zombies and ninjas, woot!
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
Havent started Season 2 but I've heard its the best superhero TV yet.
DM NomadSage |
Loots!
From the Oni's Mask ninjas, you collect 5 +1 wakizashis, 5 mwk comp shortbows, a lot of arrows, 5 +1 chain shirts.
Kaibuninsho carried a potion of barkskin (CL 12), and invisibility (CL 5), 5 doses of black adder venom, 3 doses of deathblade, and 5 doses of taggit oil. He wears a +2 mithril chain shirt, a ring of protection +2, 10 +2 shuriken, a blowgun (disguised as a flute) and 20 darts, a mwk wakizashi, and a portable hole containing various outfits and props used for disguises. He also wielded the dragonmaw nunchaku.
Black Moth has a belt of giant strength +2, boots of speed, cloak of resistance +3, headband of mental superiority +2 (UMD), ioun torch, ring of protection +1, ring of sustenance, wand of scorching ray (CL 7, 20 ch), and 5 scrolls of cure serious wounds.
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
Wouldn't mind the +2 mithral chain shirt ... give back the +2 chain shirt I have.
Everything else chews up a space he already is using, except the ring of sustenance which may be better for someone like Harlan ... since he likes goat so much.
DM NomadSage |
Sorry... I would have posted the nunchaku stats earlier, but folks have been very ambivalent about them in the past. Here you go!
Dragonmaw Nunchaku
Strong Evocation
Price 29,902 gp; Weight 2 lbs
+2 nunchaku crafted of solid iron wrapped in leather and decorated with an imperial dragon motif. 1/day, when the wielder confirms a critical hit with the nunchaku, he can cast confusion on the target as a free action (duration 8 rounds, DC 16 Will save to negate).
Additionally, in the round after a successful disarm with the nunchaku, the wielder can spin the nunchaku as a standard action, creating a curtain of whirling force replicas of the disarmed weapon around himself for 1 round. This functions as a ringed blade barrier with a 10 ft radius, Reflex DC 19. The disarmed weapon determines the damage dice for the blade barrier. This can be done once per day.
Harlan Starshine |
Amusingly I already have a ring of sustenance. :D
Things that Harlan would eye:
5 scrolls of cure serious wounds
cloak of resistance +3 and trade in cloak of resistance +1
ring of protection +2 and trade in ring of climb
Heng |
I can use the +2 shuriken and Heng might like the ring of sustenance. The nunchaku are really cool, but I can't take Improved Disarm until my next monk feat at L14. Heng prefers his natural attack anyway. Dunno, that blade barrier attack would be worth an AoO. I could keep it in reserve or we can cash it out. What do y'all think?
Heng |
Loots!
Sell-mwk wakizashi
5 +1 wakizashis,5 mwk comp shortbows,
5 +1 chain shirts
belt of giant strength +2
ioun torch,
ring of protection +1
***
Destroy?-a blowgun (disguised as a flute) and 20 darts,
5 doses of black adder venom, 3 doses of deathblade, and 5 doses of taggit oil.
***
potion of barkskin (CL 12), invisibility (CL 5),
+2 mithril chain shirt-Parity
ring of protection +2-Harlan
cloak of resistance +3- Harlan
5 scrolls of cure serious wounds-Harlan
10 +2 shuriken- Heng
ring of sustenance -Heng
dragonmaw nunchaku-Heng?
portable hole-?
boots of speed-?
headband of mental superiority +2 (UMD)-?
wand of scorching ray (CL 7, 20 ch)
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
Add Parity's +2 (non-mithral) shirt to the sell list.
Parity will carry the portable hole as well as the coin token.
Heng |
Loots II!
Sell-mwk wakizashi- 285
4 +1 wakizashis 2035 x4= 81405 mwk comp shortbows- 325 x 5 = 1625
5 +1 chain shirts- 1100 x 5 = 5500
+2 chain shirt - 4100
belt of giant strength +2- 4000
ioun torch- 50
ring of protection +1- 1000
boots of speed- 12000
ring of climbing- 2500
cloak of resistance +2- 4000
43,200/2 = 21,600/5 = 4,320 gp each.
I guess Heng is going to hold onto the nunchaku for now and I don't really need anything more at the moment so Malnival can have my share of moneys.
***
+2 mithril chain shirt-Parity
portable hole- Parity
magic penny-Parity
ring of protection +2-Harlan
cloak of resistance +3- Harlan
5 scrolls of cure serious wounds-Harlan
10 +2 shuriken- Heng
ring of sustenance -Heng
dragonmaw nunchaku-Heng
headband of mental superiority +2 (UMD)-Kiyomi
+1 wakizashis- Kiyomi
wand of scorching ray (CL 7, 20 ch)- Kiyomi
potion of barkskin (CL 12), invisibility (CL 5),- group
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
Hey all, this Friday, I'll be leaving the country for 2 weeks. I don't intend to post at all, so please hang on until I get back! Bot me as required.
Nomad Sage |
Thank you! I appreciate it! =) I like the chase rules in spirit, but it seems they don't scale well to high level play (like about everything else in 3.x). At lower levels, with DCs between 10-15, even unskilled checks are possible. Having to raise the DCs into the 20s+ makes unskilled nearly impossible... but if you lower the DCs, they are auto-success for anyone with the skill ranked up. Notes to self if I use them again in the future!
voodoo chili |
Honestly, I've found that unfortunately everything kinda breaks down around level 10. It definitely gets harder to GM. I'm trying out PF6 in one of my games and compacted my Legacy of Fire game a little to wrap up around level 10 rather than level 15 or so. Mainly just lowering CRs through rejiggering the encounters in the last two books.