RkoTitan's Jade Regent Campaign


Jade Regent

Dark Archive

Pathfinder Adventure Path, Rulebook Subscriber

So I've done a lot of edits for Jade Regent so far. Probably too many. This campaign has been a bit of a difficult slog for me but we have finally reached book 5. I made this thread because I plan to add the work I did on Book 4 (using Richard Pett's post from the GM section of that book as a guide) and some of my NPC conversions using herolab. Today I'm adding my changes to the encounter with Lo-Pan... I mean Yugureda Shosaito in book 5. Most of the changes are encounter based as he is largely similar to his counterpart in the book but I did add some spells.

Note: You might note that he has a lot more bonuses to items etc. I am using automatic bonus progression and the background skills from unchained. He is also 20 pt buy and I gave him traits so this would last more than a round.

Yugureda Shosaito:
Yugureda Shosaito
Human (Tian-Min) illusionist (shadow[APG]) 14 (Pathfinder RPG Advanced Player's Guide 147)
NE Medium humanoid (human)
Init +11; Senses see invisibility; Perception +16
--------------------
Defense
--------------------
AC 28, touch 22, flat-footed 22 (+2 deflection, +5 Dex, +1 dodge, +3 enhancement, +1 insight, +2 natural, +4 shield)
hp 122 (14d6+58) + 27 from gfl
Fort +11, Ref +14, Will +16
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 silver dagger +9/+4 (1d4+1/19-20)
Special Attacks binding darkness
Illusionist Spells Prepared (CL 14th; concentration +21)
7th—finger of death (DC 26), phantasmal revenge[APG] (DC 24), greater shadow conjuration, waves of exhaustion
6th—banshee blast[ACG] (DC 25), major curse[UM] (DC 25), greater illusion of treachery[UI] (DC 23), bouncing wracking ray (2, DC 24)
5th—bouncing boneshatter (DC 23), greater oneiric horror[OA] (DC 22), bouncing quickened ray of enfeeblement (DC 20), vampiric shadow shield[ACG], waves of fatigue
4th—enervation (2), greater false life[UM], shadow attack, shocking image[UC], wall of blindness/deafness[ACG] (DC 23)
3rd—bouncing blindness/deafness (2, DC 21), dispel magic, displacement, howling agony[UM] (DC 22), vampiric touch, vision of hell[UM] (DC 20)
2nd—glitterdust (2, DC 19), illusory maze (DC 19), bouncing ray of sickening[UM] (2, DC 20), see invisibility, spectral hand
1st—alarm, hydraulic push[APG], magic missile (3), shadow trap (DC 18), shield
0 (at will)—detect magic, disrupt undead, ghost sound (DC 17), prestidigitation
Opposition Schools Enchantment, Transmutation
--------------------
Statistics
--------------------
Str 8, Dex 20, Con 15, Int 24, Wis 14, Cha 10
Base Atk +7; CMB +6; CMD 32
Feats Bouncing Spell[APG], Brew Potion, Combat Casting, Defensive Combat Training, Dodge, Greater Spell Focus (necromancy), Improved Initiative, Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Toughness
Traits magical lineage, reactionary
Skills Appraise +19, Fly +22, Knowledge (arcana) +24, Knowledge (dungeoneering) +24, Knowledge (local) +24, Knowledge (nature) +24, Knowledge (nobility) +24, Knowledge (planes) +24, Knowledge (religion) +24, Perception +16, Profession (merchant) +10, Sense Motive +12, Spellcraft +24, Stealth +9
Languages Abyssal, Aklo, Common, Erutaki, Hon-la, Minkaian, Nagaji, Necril, Shadowtongue, Tien
SQ arcane bond (+3 silver dagger), extended illusions (7 rounds), shadow step
Combat Gear potion of cat's grace, potion of water breathing, scroll of resist energy; Other Gear mwk silver dagger, dusty rose prism ioun stone, ring of sustenance, the pearls of sakakabe
--------------------
Special Abilities
--------------------
Binding Darkness (3 rounds, 10/day) (Sp) Ranged Touch attack entangles target and grants them concealment.
Bouncing Spell You can cast a spell that can be redirected if it has no effect on its first target.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extended Illusions (+7 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Shadow Associated School: Illusion
Shadow Step (84 5-ft inc/day) (Sp) Teleport 30 feet per day, in 5 foot increments.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Encounter Notes: The doors leading to this area (instead of opening traditionally slide into the walls and remain open unless specifically reset) providing a clear line of site to G6 where the fight with the Nue occurred.

Yugureda has pre-cast shield, greater false life, shocking image, and see invis, and spectral hand.

As before Yugureda makes his ominous speech alluding to O-Sayumi's fate as a pearl and dumps the vase. His next action (presuming that damn +11 initiative does work) is to shadow step into the room with the Nue's corpse and cast phantasmal revenge as the Shadow Sentinels swoop in on the party.

A key part of this fight is actually the double strength everburning lantern (functioning as a torch) which casts a shadow from any party member making their way down the hall 20 ft toward the room with the Nue. This allows Yugureda to use his spectral hand along with the spell shadow attack to deliver his touch spells as the party approaches.

The goal is that the longer it takes the party to get to him the more horrible spells he can get between himself and them interspersed with quickened bouncing ray of enfeeblement or his other bouncing spells. I chose bouncing as a feat because the paladin/monk/coe is impossible to affect with spells.

Any input would be appreciated. If you would like to use this version of Yugureda for your game I hope he works for your group.

Dark Archive

Pathfinder Adventure Path, Rulebook Subscriber

Note: I realized after posting the thread that bouncing spell doesn't work the way I thought so time to re-work the spell list.


rkotitan wrote:
So I've done a lot of edits for Jade Regent so far. Probably too many. This campaign has been a bit of a difficult slog for me but we have finally reached book 5.

I suspect that I made more edits to Jade Regent than you did (Amaya of Westcrown - Tide of Honor). It was necessary to keep up with the plot twists pulled by my players and to keep the story from being a slog. And sometimes my gut overrides my plans. It did with Yugureda Shosaito

rkotitan wrote:
Today I'm adding my changes to the encounter with Lo-Pan... I mean Yugureda Shosaito in book 5. Most of the changes are encounter based as he is largely similar to his counterpart in the book but I did add some spells.

I didn't see Yugureda Shosaito as Lo-Pan from Big Trouble in Little China. I hadn't seen that movie yet, though friends found a copy on a streaming service for my wife and me to watch when they learned of my ignorance. Nevertheless, he felt like someone whose ambitions had exceeded his abilities.

I had him arrive in the Lounge (Room G3) just as the confrontation between the nue Tosakage and the party was heating up, because the party was so good at teamwork that only Tosakage and Yugureda Shosaito together could challenge them. I had decided that he was extremely arrogant so that he would rant at the party about how they interrupted a delicate experiment that was beyond their understanding.

This challenged the party's arcanist Arc. He demanded that Yugureda explain his experiment. And Arc had the Knowledge(arcane) rolls to understand what Yugureda explained. Instead of combat, the conflict became an intellectual puzzle. Could Arc save both Tarukimi and O-Sayumi, given the description Yugureda's arcane ritual on page 40?

Yes, Arc could. He found some clever uses of the spells he had prepared, and the spells the sorcerer Nuriko and oracle Amaya had on hand, and at one point the ninja Ebony Blossom used her ghost step ability to step through the the archway in the north wall that was not an actual portal to the Plane of Shadow to attach a mystic tether to Tarukimi's soul. I had to allow a lot of loose interpretions of side uses of spells, but the result was glorious roleplaying.

Yugureda Shosaito worked well as a broken man held up only by his ego refusing to admit his own failures. That was my gut feeling that tossed out my plans for combat. Therefore, rkotitan, be warned that the story might take a non-combat twist.

Yugureda Shosaito and his wife Tarukimi (restored to her original body and her health temporarily restored by a restoration spell) allied with the party in their efforts to claim the Jade Throne, though later Yugureda Shosaito made plans to try for the throne himself, before his very timely death arranged by the ninja.


rkotitan wrote:
Today I'm adding my changes to the encounter with Lo-Pan... I mean Yugureda Shosaito in book 5. Most of the changes are encounter based as he is largely similar to his counterpart in the book but I did add some spells.

Nice take! I particularly like the lantern + shadow attack trick -- spooky and thematic.

Mathmuse wrote:
Yes, Arc could. He found some clever uses of the spells he had prepared, and the spells the sorcerer Nuriko and oracle Amaya had on hand, and at one point the ninja Ebony Blossom used her ghost step ability to step through the the archway in the north wall that was not an actual portal to the Plane of Shadow to attach a mystic tether to Tarukimi's soul. I had to allow a lot of loose interpretions of side uses of spells, but the result was glorious roleplaying.

Awesome!

Dark Archive

Pathfinder Adventure Path, Rulebook Subscriber

Here is a link to my additions to book 4. It's a lot so I don't fault anyone who just take a look at the nearly 30 page document and 'nope' out.

I just didn't want it to go to complete waste after all the work I put into it.

The Empire of Akinosa the Cruel

Here is the updated and probably correct version of Yugureda I intend to use.

Also referencing above I never thought of the possibility of Yugureda as an ally. If the lawnmower of the party (monk/paladin/coe) lets him live long enough to speak maybe it's possible.

Yugureda Shosaito:
Yugureda Shosaito]
Human (Tian-Min) illusionist (shadow[APG]) 14 (Pathfinder RPG Advanced Player's Guide 147)
NE Medium humanoid (human)
Init +11; Senses see invisibility; Perception +16
--------------------
Defense
--------------------
AC 28, touch 22, flat-footed 22 (+2 deflection, +5 Dex, +1 dodge, +3 enhancement, +1 insight, +2 natural, +4 shield)
hp 122 (14d6+58)
Fort +11, Ref +14, Will +16
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 silver dagger +9/+4 (1d4+1/19-20)
Special Attacks binding darkness
Illusionist Spells Prepared (CL 14th; concentration +21)
7th—finger of death (DC 26), phantasmal revenge[APG] (DC 24), greater shadow conjuration, waves of exhaustion
6th—banshee blast[ACG] (DC 25), bouncing quickened blindness/deafness (2, DC 21), major curse[UM] (DC 25), greater illusion of treachery[UI] (DC 23)
5th—bouncing calamitous flailing (DC 23), greater oneiric horror[OA] (DC 22), quickened ray of enfeeblement (2, DC 20), vampiric shadow shield[ACG]
4th—enervation (2), greater false life[UM], shadow attack, shocking image[UC], wall of blindness/deafness[ACG] (DC 23)
3rd—dispel magic, displacement, howling agony[UM] (2, DC 22), bouncing steal voice[UM] (DC 21), vampiric touch, vision of hell[UM] (DC 20)
2nd—glitterdust (2, DC 19), illusory maze (DC 19), see invisibility, bouncing shadow trap (2, DC 18), spectral hand
1st—alarm, hydraulic push[APG], magic missile (3), shield, silent image (DC 18)
0 (at will)—detect magic, disrupt undead, ghost sound (DC 17), prestidigitation
Opposition Schools Enchantment, Transmutation
--------------------
Statistics
--------------------
Str 8, Dex 20, Con 15, Int 24, Wis 14, Cha 10
Base Atk +7; CMB +6; CMD 32
Feats Bouncing Spell[APG], Brew Potion, Combat Casting, Defensive Combat Training, Dodge, Greater Spell Focus (necromancy), Improved Initiative, Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Toughness
Traits magical lineage, reactionary
Skills Appraise +19, Fly +22, Knowledge (arcana) +24, Knowledge (dungeoneering) +24, Knowledge (local) +24, Knowledge (nature) +24, Knowledge (nobility) +24, Knowledge (planes) +24, Knowledge (religion) +24, Perception +16, Profession (merchant) +10, Sense Motive +12, Spellcraft +24, Stealth +9
Languages Abyssal, Aklo, Common, Erutaki, Hon-la, Minkaian, Nagaji, Necril, Shadowtongue, Tien
SQ arcane bond (+3 silver dagger), extended illusions (7 rounds), shadow step
Combat Gear potion of cat's grace, potion of water breathing, scroll of resist energy; Other Gear mwk silver dagger, dusty rose prism ioun stone, ring of sustenance, the pearls of sakakabe
--------------------
Special Abilities
--------------------
Binding Darkness (3 rounds, 10/day) (Sp) Ranged Touch attack entangles target and grants them concealment.
Bouncing Spell You can cast a spell that can be redirected if it has no effect on its first target.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extended Illusions (+7 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Shadow Associated School: Illusion
Shadow Step (84 5-ft inc/day) (Sp) Teleport 30 feet per day, in 5 foot increments.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Dark Archive

Pathfinder Adventure Path, Rulebook Subscriber

My rebuild of Kaibuninsho using the Everyman Gaming Unchained Ninja. Nearly killed Ameiko a few sessions ago and died himself in the process. I made a ruling that his style strikes that require monk movement of a measure just function up to 10 ft. So knockback kick throws targets back 10 ft etc..

Kaibuninsho:
Kaibuninsho CR 14
XP 38,400
Male human (Tian-Min) ninja (everyman ninja) 15 (Pathfinder RPG Ultimate Combat, 13)
CE Medium humanoid (human)
Init +11; Senses Perception +19
--------------------
Defense
--------------------
AC 29, touch 19, flat-footed 22 (+8 armor, +2 deflection, +6 Dex, +1 dodge, +2 natural)
hp 130 (15d8+45)
Fort +11, Ref +21, Will +11
Defensive Abilities improved uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee dragonmaw nunchaku +22/+17/+12 (1d6+10/19-20)
Ranged +3 shuriken +21/+16/+11 (1d2+5) or
blowgun +18/+13/+8 (1d2)
Special Attacks sneak attack +8d6, style strike
Ninja Spell-Like Abilities (CL 15th; concentration +21)
—master disguise[UC]

--------------------
Statistics
--------------------
Str 14, Dex 24, Con 12, Int 13, Wis 12, Cha 22
Base Atk +11; CMB +18; CMD 33
Feats Agile Maneuvers, Circling Mongoose, Combat Expertise, Dodge, Improved Critical (nunchaku), Improved Initiative, Mobility, Spring Attack, Toughness, Weapon Finesse, Weapon Focus (nunchaku)
Skills Acrobatics +25, Appraise +19, Bluff +24, Climb +15, Diplomacy +19, Disable Device +20, Disguise +31, Escape Artist +24, Intimidate +19, Knowledge (local) +8, Knowledge (nobility) +19, Perception +19, Sense Motive +9, Stealth +25, Swim +11, Use Magic Device +15
Languages Common, Hon-la, Minkaian, Tien
SQ dispatchment, ki pool (13 points), ninja tricks (assassinate [DC 23][UC], flurry of stars[UC], master disguise[UC], master of disguise[APG], see the unseen[UC], sudden disguise[UC], weapon training), no trace +5, poison use, style strikes (defensive spin, flying kick, knockback kick)
Combat Gear potion of barkskin (CL 12th), potion of cure serious wounds, potion of invisibility (2), shinobi fuhonsen, black adder venom (5), deathblade (5), oil of taggit (6); Other Gear +2 mithral chain shirt, +2 shuriken (10), dragonmaw nunchaku, blowgun, blowgun darts (20), portable hole, disguise kit, various outfits and props
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Assassinate (DC 23) (Ex) Can kill unaware foe with a prepared sneak attack (Fort neg).
Circling Mongoose Move 5 ft. with each attack vs. a single adjacent foe as a full-attack action.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Defensive Spin On fist hit, gain +4 AC vs. struck foe's attacks for 1 rd.
Dispatchment At 4th level, whenever a ninja attacks an opponent that would be denied a Dexterity bonus to AC or when she flanks her target, she gains a +2 bonus on her attack roll. At 9th level and every 5 levels thereafter, this bonus increases by +1 (to a total
Flurry of Stars (Ex) 1 Ki: -2 penalty with shuriken but gain 2 extra shuriken attacks.
Flying Kick (max 10 ft.) Before kick attack, move up to fast move bonus as part of flurry.
Improved Uncanny Dodge (Lv >= 19) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 19+.
Ki Pool (13/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Knockback Kick (max 10 ft.) On kick hit, CMB chk moves foe 10 ft or more away. Foe provokes no AoO and is not prone.
Master Disguise (DC 23) (Su) A ninja with this trick can take on the appearance of other creatures and individuals. Whenever the ninja uses the sudden disguise ninja trick, the duration increases to 10 minutes per level. Alternatively, the ninja can use the sudden disguise ninja
Master of Disguise (1/day) (Ex) Gain a +10 bonus to a Disguise check.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
No Trace +5 (Ex) Survival DCs to track you are at +5, gain +5 to Stealth when you are stationary and not acting.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
See the Unseen (1 ki) (Su) 1 Ki: cast see invisibility as a swift action.
Sneak Attack +8d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Style Strike (2/round) (Ex) At 5th level, a ninja can learn one type of style strike, as the monk class feature. Whenever she spends ki from her ki pool to make an additional attack, she can designate that additional attack as a style strike, regardless of the weapon she uses t
Sudden Disguise (Su) 1 Ki: Use disguise self for 15 min.
--------------------

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Made the pearl divers a little bit more robust. Having the house keepers join the battle half way through really made this one noteworthy. Especially since certain members of my group have never learned that having ranged options is important.

Pearl Divers:
Pearl Diver CR 6
XP 2,400
Advanced ghoul expert 3/unchained rogue 3 (Pathfinder RPG Bestiary 146, 288, Pathfinder Unchained 20)
CE Medium undead
Init +9; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 89 (9d8+39)
Fort +7, Ref +10, Will +11
Defensive Abilities channel resistance +2, danger sense +1, evasion; Immune undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +11 (1d6+4 plus paralysis and disease), 2 claws +12 (1d6+5 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, elves are immune, DC 17), sneak attack (unchained) +2d6
--------------------
Statistics
--------------------
Str 18, Dex 21, Con —, Int 17, Wis 18, Cha 18
Base Atk +6; CMB +10; CMD 25
Feats Ability Focus (paralysis), Improved Initiative, Slashing Grace[ACG], Weapon Finesse, Weapon Focus (claw)
Skills Acrobatics +17, Climb +16, Escape Artist +17, Handle Animal +9, Knowledge (nature) +14, Perception +16, Profession (sailor) +16, Sense Motive +12, Sleight of Hand +11, Stealth +17, Survival +13, Swim +16
Languages Hon-la, Minatan, Minkaian, Tien
SQ rogue talent (strong stroke[UC]), trapfinding +1
--------------------
Special Abilities
--------------------
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Disease (DC 15) (Su) Ghoul Fever: Bite—injury; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex; cure 2 consecutive saves. The save DC is Charisma-based.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Paralysis (1d4+1 rounds, elves are immune, DC 17) Attack renders victim unable to move or take actions (Fort neg.)
Slashing Grace (Claw) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Strong Stroke (Ex) Roll twice for Swim checks (take high).
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Undead Traits Undead have many immunities.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Community / Forums / Pathfinder / Pathfinder Adventure Path / Jade Regent / RkoTitan's Jade Regent Campaign All Messageboards

Want to post a reply? Sign in.