Acid Touch Cost: 0.5 PP Activation: Passive You coat your hands in acid. You are not dealt damage, but when you strike a target, the target takes Chemical elemental damage and impose the Brittle status with a rating equal to net hits on the melee attack test.
Weakened You’re armor is worn down.. Weakened always includes a value. When your armor is weakened, you take a status penalty equal to the condition value to AC.
Basics– Greensteeples burns! Thrune attacks the Pathfinders at Greensteeples, and it’s your job to help. Can you get in, get your friends, and get out?
Mechanics or Crunch– This adventure covers a lot of bases. It has an infiltration round and several combats. Infiltration could be better described in the core books, but what’s here functions ok within the rules themselves. There is a smattering of social encounters, but overall, it’s several small events as the players attempt to sneak in, kill bad guys, get friends, and sneak out. It’s good overall, with only a few small issues. 4.75/5
Theme or Fluff– I know Thrune doesn’t like the Pathfinders, but there seems like there is more going on, but I don’t know it. I feel like this is setting up something big, but I don’t have enough to tell my players about it. There is moving and shaking, but I don’t understand it. I’d like to know more than what’s here. The base plot is fine, but the bigger plot is something I think isn’t well explained. 3.75/5
Execution– It’s Paizo. I keep saying they do this well, and they did this well again. 5/5Summary– I liked this one, but I wish I could love this one. I need more big story beats. I felt like I missed it here, so my players may miss it as well. The major events went well, and the players and I had fun with the crunch. The execution is on point as always. I just want to know more of what is going on. 90%
Ice slows you down. When you cold fire damage to a target, the target must make an additional Fortitude save vs your class save DC. Upon a failure, that target becomes slowed 1 or increases its slowed level by 1.
Brittle # Stuff gets easy to break lots of ways, but break all the same! This status has a code on it, and the target gains a penalty equal to it this number on damage soak or breaking item tests.
Fire keeps them warm! When you deal fire damage to a target, that target automatically gains 1d6 persistent fire damage and is actively on fire. A regular check to end the persistent fire damage or an action to put out the fire ends the damage.
Hot Hands Cost: 0.5 PP Activation: Passive Set your hands on fire to set them on fire! Your hands burst into flames. You are not dealt damage, but when you strike a target, the target takes Fire elemental damage and impose the Burning status with a rating equal to net hits on the melee attack test.
When a foe Casts harm or heal and you can see its manifestations, you can use your magic to disrupt it. You expend a prepared heal or harm, it does not have to be the exact same spell, to counter the triggering creature’s casting of heal or harm. You lose your spell slot as if you had cast the spell. You then attempt to counteract the triggering spell. The spell you expend can be your divine font spells.