You fully commit to hurting your foes at the expense of hurting yourself. When you enter this stance, you reduce your multiple attack penalty from -5 to -3 for each additional strike beyond the first, but all foes gain a +1 to hit you.
I remember when you could take a -4 to deal subdual damage. Some of you are thinking back to when the penalties were different (you’re old!) and some of you have no idea what the heck I am talking about (oh god I am old!). how about something to help with that in Pathfinder 2nd Ed.
Flat of the Blade [ONE-ACTION] FEAT 6
You change the grip on your weapon and the way you wield the weapon. Your can do damage as normal with a weapon you are using, but now change the damage type from piercing, slashing, or bludgeoning to piercing, slashing, or bludgeoning. Each time you enter this stance you can choose a different damage type.
Basics– What has it got in its pocketses? Need some random stuff an NPC is carrying and not sure what they have? This is the book for you. Roll a d20, then a d6, and finally a d20 again. Random pocket stuff on the fly!
Mechanics or Crunch– Roll three dice, get an item. That’s the basic idea, and it works pretty well! The book is here to help you find some good, random stuff, and the number of dice make it pretty random. The one thing I would like is a random die to know how many items each creature should have. The book gives a bit of advice: aim between 1 to 2 and no more than six, but throw another die in there to get me a number. Aside from that, it’s an easy, quick way to find some stuff that can make a monster’s random possessions stand out. 4.5/5
Theme or Fluff-This is where the book shines. You need some random crap on a monster? DONE! And it’s lively! Each thing feels like it will build a world a little bit. Solid random stuff in these tables. 5/5
Execution– PDF? YEP! Hyperlinked? No… This book is solidly layed out and has good tables and readability. It’s 14 pages including an intro and cover page, but otherwise its tables. But I can read them quickly and easily. THAT’S WHAT A LOT OF BOOKS NEED TO LEARN! Would like some linking so I can use this as a quick reference more, but that’s the only negative here. 4.75/5
Summary-If you need some random on the fly, then this is your book. You will be surprised how easily some of these things could become whole adventure seeds. Some, on the other hand, are just fun. I have my minor issues, but for less than two bucks, you get a whole lot of bang for those two bucks if you need some quick ideas to spice up the random possessions you find on a fallen foe. 95%
Played a bit of Shadowrun at GenCon. Here is something I think my players will like.
Fan the Hammer(1-3) You’ve gotten used to putting a lot of lead down range. • Cost: 8 Karma per level • Game Effect: When you use a firing mode that shoots more than two rounds, you lower the Attack Value penalty by one for for each level of this quality.
You slam the target as hard as you can snapping bone as well as armor. Make a Strike at your current attack penalty. If this Strike hits, the target takes damage as normal and the armor the target is wearing also takes damage. Once an item’s damage reaching the broken threshold and the armor is broken, you can no longer deal damage to the armor with this feat.
Ran an adventure for GenCon 2020. Had a blast doing it, but a player instantly go crazy. How about a spell that can fix that… for a cost.
Transfer Trauma • Cost: 5 magic points; 1D4 Sanity points • Casting time: 1 round Even the most powerful general knows when to sacrifice a few few peons, and you a no good to the gods if mad. When cast on a target, you link your mind to the target. The target will experience your trauma instead, taking all Sanity loss for you at double the rate for the next hour after the initial sanity loss for casting the spell. An unwilling target may counter the spell with an opposed POW roll each time they would lose sanity. If pain is inflicted upon the target when when the spell is cast, it gains one penalty die on the opposed POW roll for each point of damage made during the casting Alternative names: Mind Bridge, Dark Link of the Mad
Working on a project, and this didn’t quite make the cut. How about a rogue that gets down an dirty.
You don’t work in the dark. You walk right up to somebody, face to face, and get to work. And that work is bloody. You might hate that work, or you might love it. You might be self employed as a bruiser, or you might be the hired muscle that a cartel throws at the mouthy. In either case you are the one who walks up close and hurts people.
Starting at level 3, you don’t have to stick to small tools. You can use any weapon to do sneak attack damage. The normal sneak attack rules still apply as the target must be unaware or you and an ally are both engaged with the target.
Right in the Face
At 9th level, you revel in the carnage of a fight. When you are engaged with a target, your sneak attack are now d8s instead d6.
At 13th level you’ve mastered getting people attention in a way they definitely don’t want. A number of times per day equal to twice your Strength modifier, when you make a sneak attack, the target must make Constitution saving throw (DC equal to 8 + Strength modifier + proficiency modifier). On a failure, the target is stunned until the end of your next turn.
When you reach 17th level, you’ve learned how to break bones all by yourself. A number of times per day equal to your Strength modifier, you may deal your sneak attack on an attack with which you would normally not be able to do so.
Finishing the final words of the spell, you real back and punch the target in the head. Make a melee spell attack against the target. On a hit, the target takes 1d8 psychic damage, and the target has disadvantage on Wisdom(perception) and Intelligence(investigation) checks for one round.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
I like starship combat in Starfinder, but I feel that people who have pilot a bit to awesome in space. How about letting a few others take the wheel… or the con.
Your engine isn’t a drive of steel and fusion, but an arcane heart pulling at the very strings a magic to bend reality around. By casting spells, saying prayers, or altering the fabric of reality, you can pilot this craft instead of moving a control stick. Increase the BP cost of any engine by 10%, rounded up, and decrease the PCU of the engine by 5%, rounded down. You may use pilot or Mysticism to pilot this starship.
TL; DR– Solid semi-side episode of an awesome campaign. 95%
Basics– Time for Dawn of the Dead in Eberron? You’ve escaped from the Warforged with a magic talking box, but now the dead hunger for you in the Mournland. Can you get out, keep the box, and stop the dead from eating you?
Mechanics or Crunch– The crunch here is strong! It’s a fun adventure. Mechanically it works well. It might be a bit much for some players if they don’t think straight and want to do a smack down outside with an army of undead and don’t keep track of what’s happening with the NPCs. Overall solid, but sometimes the hint stick may be needed to help if the players just can’t keep themselves from killing themselves. 4.5/5
Theme or Fluff-Combine Dawn of the Dead, Evil Dead 2, and From Dusk till Dawn, and you have this adventure. It’s fun. It’s mostly a side adventure, but it doesn have a major plot tie in. Even the filler episodes of this campaign are fun. 5/5
Execution– PDF? YEP! Hyperlinked? No… I like these adventures. They are a blast to run as they read quick and I feel I can tie the player into the story. Reads quick, layout is nice, art makes me feel like it’s the 1920s between the wars period, and the additional newspapers are a great touch. Just give me my hyperlinking to move easily through the materials, and it would be perfect. 4.75/5
Summary-Oricle of War keeps delivering. This isn’t the main plot for the most part, but honestly you won’t care. Solid plot, decent mechanics, and a good execution make this an adventure to play if you want to get deeper into this campaign. 95%