I am speed!
Reactive Initiative Feat 3
General
Trigger You roll a natural 20 on initiative or are 10 higher than the next closest enemy’s initiative.
You just hit the ground running. Gain the quickened condition for the first round of combat.
I am speed!
General
Trigger You roll a natural 20 on initiative or are 10 higher than the next closest enemy’s initiative.
You just hit the ground running. Gain the quickened condition for the first round of combat.
Product– Starfinder Society Scenario 1-08: Compliance Protocol
System- Starfinder 2nd Ed
Producer– Paizo
Price– $8.99 here https://store.paizo.com/starfinder-society-scenario-1-08-compliance-protocol/
TL; DR– Man this is short! 73%

Basics– You hear that? A mysterious sound is emerging from the Wreck of the Returned, and you’re going to go keep the friends of the Starfinder society safe! Can you stop whoever might want to cause the robots to go crazy?
Mechanics or Crunch– Holy cow this is short. There is a chase scene and a fight. That’s it. The mechanics are ok, but they are just too short. A team that doesn’t roleplay will complete this in an hour. If the team is min/maxed, I’d say 45 minutes. There just isn’t much meat on the bones here. 3/5
Theme or Fluff– The story works. You meet fun new characters, you find new lore, and you see parts of the world that normally characters wouldn’t enter. The story expands on the wreck of the returned, and that’s always welcome. 5/5
Execution– This is too short. I don’t hate the layout choices, but I miss having pictures of creatures to show, even if they are one shot bad guys. If you have them, put them in a box without words around them. Make it easier for me to show them off. But the major issue is the same here. It’s an 8 buck adventure for 1 hour of play. That’s too short. 3/5
Summary– Paizo is changing the organized play adventures, and short is the goal. This adventure hits the short goal maybe a bit too well. Honestly, I want more to this. The goal is 3 hours. Most groups will complete it in an hour and a half, and that’s if you mess around. A dedicated professional group who doesn’t want that will be done in under an hour. That’s not bad, but this is a quest. Those are being phased out, but this needs more. Add a combat before the players enter the area with some random monsters in the desert. Add another social after the big fight to learn more about the robots. Add those and you get a solid experience. As it stands this isn’t bad, but it’s too little for the price. 73%
That’s gonna hurt!
Here is an idea for a new condition.
Be it muscle tears, broken/chipped bones, or a minor concussion, it hurts to even exist.. Painful always includes a value. You take a status penalty equal to this value on all your attacks, checks and DCs. In addition, when you perform one or more actions, you take damage to your Painful value. Each round you can attempt a flat DC 14 heck to reduce the value by 1. If your painful value ever equals your Constitution score, you must attempt a flat DC 10 check every time you perform an action or you fall unconscious. Any effects or spells like restoration or regenerate end this condition as well.
Thoughts?
Just listen to me, I know something!
General Skill
Prerequisites: expert in Arcana, Lore (any one), Nature, Occultism, or Religion.
You know a thing or two, so obviously you know what is going on. When you are interacting in a manner where the skill you would be involved, you can substitute your knowledge check for a deception. diplomacy, or intimidation check instead.
Thoughts?
Let’s have a drink!
Alchemical Consumable Drug Ingested Poison
Price 1 cp (or more)
Usage held in 1 hand; Bulk L
Activate [one-action] Interact
Duration: one hour
Barrel aged to perfection or just made in the bath tub that day. Wiskey causes a -1 penalty to Wisdom but provides a +1 item bonus to Charisma.
Price 100 gp
Bulk L
Whiskey aged for a year causes a -2 penalty to Wisdom but provides a +2 item bonus to Charisma.
Price 675 gp
Bulk L
Whiskey aged for a 10 year causes a -3 penalty to Wisdom but provides a +3 item bonus to Charisma.
Thoughts?
I said no!
Life protects via negation. You use the ability of counterspell. You do not have to have the spell prepared, but you must spend hit points from your vitality pool equal to twice the spells level and must attempt all checks associated with the feat. You lose the hit points regardless of success.
Thoughts?
Can’t cast near me.
Fighter
Prerequisite: Spell Smack
You can deny even the best of them. The DC for your Spell Smack is now DC 14.
Thoughts?
Help?
You push life essence into an ally to help them when they need it most.. As a reaction, you spend hit points from your vitality network equal to 1/2 the targets level, rounded down, minimum 1, and give the target a +2 status bonus to an attack roll, Perception check, saving throw, or skill check. This acts as the guidance spell and the target is immune to this effect for an hour as well
Thoughts?
No spells for you!
You’ve gotten used to dealing with wizards and clerics. When you deal damage to a character, if they attempt to cast a spell in the next round, they must succeed on a flat DC 11 check. If they fail and the spell is wasted.
Thoughts?
More the merrier!
Let’s aim for a few more shall we? When you select a primary target, you can choose a second primary target three times per day.
Thoughts?