Arm bones connected to the hand bone and with enough philangies, you can build anything you want! This power allows you to build items that you have seen and depending on the level of the powers, you can produce items with charges or amunition
Manifestation
roll 1d4: (1) You take your own bones, remove, and build with them. (2)You reach into a bag and keep removing and building things (3)You keep breaking off ribs and building with them to no end (4) You pull bounds from the ground to pull bonds to build with
1
failure and you cant not use for the rest of the day.
2-11
failure
12-13
You can build an item as big as a fist that last for 1 turn
14-17
You can build an item as big as an arm that last for 1 turn
18-19
You can build an item as big as an arm that last for 1 hour and has up to 10 charges or 10 pieces of ammunition
20-23
You can build an item as big as a man that last for 1 hour and has up to 10 charges or 10 pieces of ammunition
24-27
You can build an item as big as a man that last for 8 hour and has up to 100 charges or 100 pieces of ammunition
28-29
You can build an item as big as a car that last for 8 hour and has up to 100 charges or 100 pieces of ammunition
30-31
You can build two items each as big as a car that last for 8 hour and has up to 100 charges or 100 pieces of ammunition
32+
You can build an item as big as house that last for 8 hour and has unlimited charges and ammo for the duration.
You whisper secrets and guidance into a targets ear. The target makes a will save Success The target is unaffected and aware of the spell. Failure You dictate the targets next action. this is one action that can include attacks, spells, or any other abilities or actions that are only one action. the target is not aware of the spell. Critical Failure You dictate the targets next turn. Tis is three action that can include attacks, spells, or any other abilities or actions that can be completed in three actions. The target is not aware of the spell.
Why not be a dinosaur? When you use this power, you assemble yourself into another creature. You gain the creatrues abilities, bonuses, and hit dice. When you are reduced to zero hit points in that state, you return to your normal form, regain all other abilities, and any remaining damage are transfered to your normal hit points.
Manifestation
roll 1d4: (1) you remove bones from some places, and move them to others to take on a different shape (2)Your bones morph into a new shape (3)you grap bones from around you and build a different body (4) In a poof of smoke, you become a different boney creatures
1
failure and you cant not use for the rest of the day.
2-11
failure
12-13
You can take on the form of any 1 HD creature
14-17
You can take on the form of any 2 HD or lower creature
18-19
You can take on the form of any 3 HD or lower creature
20-23
You can take on the form of any 5 HD or lower creature
24-27
You can take on the form of any 7 HD or lower creature
28-29
You can take on the form of any 10 HD or lower creature
30-31
You can take on the form of any 15 HD or lower creature
32+
You can take on the form of any mortal, none godly creature!
Let’s make a second level one action arcane spell!
Whipping Vine one-action Spell 2
Concentrate Summon Traditions primal Range touch Duration sustained up to 1 minute
With a thought you summon a bark vine to grow up in your space. The vine protects you from others attempting to come near your. The vine has the reactive strike ability that triggers if a target enters within five feet of you or attempts to leave being next to you. As an attack, make a melee spell attack against AC. Critical Success The target is pushed 10 feet, dealt 2d8 bludgeoning damage, and knocked prone. Success The target is pushed 5 feet, dealt 1d8 bludgeoning damage, and their movement action ends. Failure The target is unaffected.
TL; DR– Too much money for a too short adventure. 77%
Basics– And we’re walking! This Pathfinder Society adventure features you as a tour guide to a multidimensional maze where you guide a new venture captain to a lodge, then help round up some little elementals all while trying to be on time for his party.
Mechanics or Crunch– Paizo understands its mechanics. The game itself works well here, but the adventure is a bit short. What is in this adventure is about two fights and several skill checks to help multiple different players feel involved with a bit of exploration thrown in. Solid work overall, but a bit short for my players as no players felt too challenged and a few checks cleared the adventure with no problem. 4.5/5
Theme or Fluff– The adventure works, but it feels off. We have a new guy who wants to see a place. Cool, but there is a random fight, some random elemental stuff, a kind of random handout, and a random place that doesn’t feel all that connected. It works, but my players and I felt that it was a bit disjointed. Furthermore, it didn’t really introduce any major metaplot or content. It was a decent distraction and having more pure noncombat adventures would be fun, but this wasn’t that nor was it pure combat adventure. It felt like too much of a mix. 3.5/5
Execution– I was the most disappointed here. The adventure works with classic Paizo layout and text doing their good job as always, but there is too much text and not enough guidance with some things being tried but not really working. First, there are random things that happen. Good! But use the random event charts that we had in previous chapters rather than just have three options for the GM to pick. Same goes with where the main NPC wants to go. Add in a chart where he says where to go, describe the location, and have a random dice roll. The main bulk of the adventure is in a maze. Which is fun, but doesn’t have a massive location, but maybe just set pieces. There are places that I don’t feel were all that connected nor did the riddle handout really help me or my players with it. The price of the adventure is high, but they are now including all the information I need to run it. However, the map they give is too big and can’t work on Roll20. It also has a grid, so I have to fight with Roll20 to line it up. PDFs can remove the grids, so I appreciate those. But, here I am paying for a product that isn’t quite getting me what I want. Honestly, if these were just set piece locations as they wander the maze, I feel that would make this run easier and make the maps small enough to upload to Roll20. I appreciate what they gave me, but for almost 1/3 the price of their regular adventures, this costs a bit too much. 3.5/5
Summary– Overall, this works. It’s a fine enough adventure, but it’s short, a little disjointed, and the add-ons are a bit wonky. I don’t hate this, but I feel some aspects hold this back. Some small changes in organization and flow could help this be a top notch adventure. You can easily run this, and you and your party will have fun. But, don’t expect this to run for the full five hours. 77%
Let’s make a second level one action arcane spell!
Puff Condition one-action Spell 2
Manipulate Traditions arcane Range 30 feet; Targets 1 willing creature, 1 creature, or unattended object Defense Fortitude
With a quick gesture you cause of puff of air to push something or someone. If the target is welling you can push the target up to 30 feet. This movement does not provoke reactions. Unwilling targets must make a Fortitude save; unattended objects automatically fail. Critical Success The target is unaffected. Success The target is pushed 10 feet. Failure The target is pushed 30 feet. Critical Failure The target is pushed 60 feet.
Build better friends! When you use this ability, increase the targets ability for 1 day. Afterwords, the targets abilities return to normal. If you use this ability on the target by a second time on the same target, they gain a random perminent defect as per the MCC core book.
Manifestation
roll 1d4: (1) you touch them and where you lay your ands their body expands (2)As you touch them, their whole fomr expands (3)With a gental touch, the body of your friend becomes more agile (4) A slap from your hand causes the body of your friend to enlarge
1
failure and you cant not use for the rest of the day.
2-11
failure
12-13
Reduce the targets stamina by 1.
14-17
Increase the targets stamina by 1
18-19
Increase the targets agility and stamina by 1
20-23
Increase the targets agility and stamina by 1d2 each
24-27
Increase the targets agility and stamina by 1d3 each
28-29
Increase the targets agility and stamina by 2d2 each
30-31
Increase the targets agility and stamina by 3d2 each
32+
Increase the targets agility and stamina by 3d3 each