Daily Punch 6-9-25 Divine Tythe feat for Pathfinder 2nd Ed

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Divine Tythe Free Action Feat 4

Champion Cleric Exemplar Oracle Thaumaturge
Prerequisite: Worship Abadar
Frequency: Once per day


All money flows from you and to you. Before you cast a divine spell, you can sacrifice a number of gold pieces equal to twice the rank of the next spell you cast. If you do so, you can a +1 circumstance bonus to attack and damage rolls as well as to the save DC of the spell.

Thoughts?

Ring Side Report- RPG review of Quest Calendar Preview Cartographer’s Quest

Product-Cartographer’s Quest

System- Quest Calendars

Producer– Sundial Games

Price– Free here  https://www.sundialgames.com/_files/ugd/9d9f18_658bd9e568f84bf595372bca39822de9.pdf 

TL; DR– Daily fun! 97%

Basics– What day is it again?  Sundial Games is back with their 2026 calendar.  This year we’ll be bad guys!  But, they are giving away a trial of their last one.  

Base Mechanics-This is a VERY simple RPG that each day has you choose actions and then roll a d20.  You have stats like in any other RPG, but they are  straight bonuses to dice rolls with the most common die used being a D20.

Combat-Combat is simple.  You roll a d20 and attempt to hit an enemy.  If you do with your bonuses, then you can roll damage based on the weapon or spell you used.  If you do enough damage you stun or kill the enemy.  Fail and the enemy does damage based on your armor.  There is death, but it’s more likely you gain penalties for the next day.

Classes and abilities-  There are multiple characters you can choose to be.  Each character has their own abilities.  Some are static bonuses to some abilities and others are limited abilities.

Now the review!

Mechanics or Crunch– This is simple, but that’s not bad!  The base mechanics of “roll dice, add number” is an award winning idea all the way back to DnD 1st ed in 1974.  The calendar is about 5 minutes per day, so the mechanics can’t be extremely deep.  But it is fun to use abilities and see simple plans work out.   5/5

Theme or Fluff–  This is not a choose your own adventure.  This is a railroad.  You are signing up for a story you play through, so its much more JRPG and less western RPG.  I love it, but you are more along for the ride and less changing the story.  That’s ok if you want that.  I do.  You also can’t expect 900 page epics in this.  There are about two paragraphs on a long day of words for the story.  It’s not bad, but it is a more simple narrative.  4.5/5

Execution–  Sundial is learning.  They fixed multiple production issues in the physical calendar and the PDF you get to play is solid.  You get multiple characters and art.  The physical product also has dry erase characters sheets with good markers.  This is a solid product.  5/5

Summary–  Do you want a little bit of RPGs every day?  That’s the only real question here.  You can’t expect 12 hour games, nor can you expect deep, interacting mechanics to exploit.  You get a simple game that you can spend a few minutes exploring and enjoying a fun fantasy world.  I love it.  I am backing the new adventure where you will be the villain.  I don’t even like evil, but I trust Sundial to deliver something fun.  Check this one out!  97%

Daily Punch 6-2-25 TOO MAD! barbarian feat for Pathfinder 2nd Ed

I DON’T CARE!


TOO MAD! Reaction Feat 4

Barbarian Rage
Trigger You are under the effect of a condition at the start of your turn and are raging.


Too angry to care! Attempt a Fortitude save with the DC being a standard-difficulty DC of your level. If you succeed, you ignore the effect of that condition and all levels of that condition for one round. If you critically succeed, you ignore the condition and all levels of that condition for two rounds. You can not use this power again until you reenter a rage after one minute of rest.

Thoughts?

Ring Side Report- RPG review of Pathfinder Society Scenario #2-23: An Agent’s Obligation

Product-Pathfinder Society Scenario #2-23: An Agent’s Obligation

System- Pathfinder 2nd Ed

Producer– Paizo

Price– $8.99 here  https://paizo.com/products/btq027rn?Pathfinder-Society-Scenario-223-An-Agents-Obligation  

TL; DR– Short but fun! 98%

Basics– Where are the agents?  Cheliax is not a welcoming place, but when you find friends, you take them!  But what happens when agents go missing?  Who’s killing Pathfinders?

Mechanics or Crunch– This adventure is fun, but we are starting to get up there in power!  There are some harder fights here, so Pathfinders need to be prepared.  There are also changes where combat is not the only way forward.  What the players decide to do is all up to them, and that also allows for interesting flexibility in the adventure. 5/5

Theme or Fluff–  The story to this one is good, but failure can break the immersion.  This is a “follow the trail” adventure.  That’s good, but the issue is if the players fail.  If they fail, they can talk to the host who invited the Pathfiners and she will save them.  That’s ok, but it breaks the immersion a bit.  Also, this adventure is good, but a little short depending on the players’ actions.  Make sure they know that if they play smart, then they play quick!  4.75/5

Execution–  This is classic Paizo.  Solid execution, easy to read, fast to set up, and good to run.  5/5

Summary–  This advances the Pathfinder Story, allows for player choice, and if things go well, the players feel smart.  But, if it’s a bad day, then it will be a lot of asking.  I like the choice.  The combats can be hard, but not too bad if the players prepare.  If not, it will be a hard day!  98%