Ring Side Report- RPG review of Pathfinder Society Scenario #7-02: Shipyard Sabotage

Product– Pathfinder Society Scenario #7-02: Shipyard Sabotage

System- Pathfinder 2nd Ed

Producer– Paizo

Price– $ 8.99 here https://paizo.com/products/btq0cn3c?Pathfinder-Society-Scenario-702-Shipyard-Sabotage 

TL; DR-Good but skill check heavy 90%

Basics–  Let’s buy a boat!  Hellknights are raiding, so the Pathfinders need boats to fight back!  Let’s go get some from a quick-talking halfling.  What could go wrong?

Mechanics or Crunch– This is an interesting adventure, but it has a lot of skills and skill scenes. That’s not bad, but those can lose people and some unlucky rolls can just tank a day.  Not bad, but it can lead to less fun. There are fights, so the combat people will have fun.  If you keep in mind the skill check scenes and give enough ways to mitigate it, it will be a fun day.  4.5/5

Theme or Fluff– This is an interesting adventure, but one where the players don’t drive as much.  The basic flow is look at boats, an attack, a skill check to find the bad guy, fight, skill check end.  It’s not bad, but it’s very reactionary, and a bad skill check scene can tank a story.  Those hurt flow in some cases, but it works if you can tangle enough threads to make the story happen. 4.5/5

Execution– This is a good adventure, but I need a bit more to work.  As above, the combat works and the boat buying works, but the skill obstacle checks need more fluff built in to make the adventure flow.  Give the GM things to say that the characters do to help.  The rest is good, with adventure set up with pictures and maps for the combat people and to set up the major characters.  It’s good, but I need more story to help GMs who can’t work on the fly. 4.5/5

Summary– I like this one, but obstacle scenes are not my favorite.  I like them, but they need help when Paizo writes them.  Also, that’s the bulk of this adventure.  That’s not bad, but it’s something that must be built out.  The combats are fun and the players will affect the world at the end.  This is a fun adventure, but make sure you know what you are getting into. 90%

Daily Punch 10-18-25 Prime Poison alchemist feat for Pathfinder 2nd Ed

Better drugs!


Prime Poison Feat 6

Alchemist
Frequency: Three times per day


You’re amazing at what you do! Three times per day you can add an additional 1d4 persistent poison damage to any one elixir you create and use that day. When your class CD becomes master, you can increase the damage to 2d4 persistent damage and when you’re legendary, you can increase the persistent damage to 3d4.

Thoughts?

Daily Punch 10-15-25 Bottled Hemophilia alchemical consumable for Pathfinder 2nd Ed

It’s everywhere!


Bottled Hemophilia Item 1+

Alchemical Consumable Elixir

Usage held in 1 hand; Bulk L
Activate [one-action] (manipulate)


Hemophilia is a persistent bleeding and this focus on your joints. It hurts to move and you constantly bleed out from your joints hampering their movement.

Bottled Hemophilia (Minor)Item 1

Price 3 gp
Bulk L
When this is consumed you gain  1d4 persistent bleed damage and clumsy 1 . The flat check ends both conditions. 

Bottled Hemophilia (Lesser)Item 5

Price 30 gp
Bulk L
When this is consumed you gain  2d4 persistent bleed damage and clumsy 1. The flat check ends both conditions. 

Bottled Hemophilia (Moderate)Item 9

Price 150 gp
Bulk L
When this is consumed you gain  2d4 persistent bleed damage and clumsy 1 \. The flat check ends both conditions, but the flat check is DC 17.

Bottled Hemophilia (Greater)Item 13

Price 600 gp
Bulk L
When this is consumed you gain  3d4 persistent bleed damage and clumsy 1. The flat check ends both conditions.

Bottled Hemophilia (Major)Item 15

Price 1,300 gp
Bulk L
When this is consumed you gain  3d4 persistent bleed damage and clumsy 1. The flat check ends both conditions, but the flat check is DC 17.

Bottled Hemophilia (True)Item 19

Price 8,000 gp
Bulk L
When this is consumed you gain  4d4 persistent bleed damage and clumsy 1. The flat check ends both conditions. 

Thoughts?

Daily Punch 10-10-25 Poisoner research field for the Alchemist for Pathfinder 2nd Ed

Let’s make a research field for my damage over time alchemist


Poisoner

You on poisoning those who run afoul of you.

Formulas

Two common 1st-level alchemical consumables that deal damage with a flat check to end

Field Benefit

You gain proficiency with firearms.

Field Vials

Your versatile vials can be used to poison a target. On injection a living creature take poison damage a number of Hit Points equal to the vial’s initial damage.

Field Discovery 5th

Your poisons are double potent. When the target consumes or is injected with a consumable that does damage a flat check can stop, the target take the damage twice at the start of the first turn it is subjected to that damage.

Advanced Vials 11th

When you use your field vials an an injectable on a living creature via a firearm, it does maximum damage.

Greater Field Discovery 13th

When deal damage to a target via an alchemical consumable that a flat check can end, if the target fails its first flat check, the second turn the damage of the alchemical consumable is maximized.

Daily Punch 10-9-25 Hunger undead vulnerabilities

More undead penalties! You hungry?

Hunger
Level: 1Range SelfDuration: permanentCasting time: noneSave: none
GeneralYou’re just hungry!
Manifestationroll 1d4: (1) You eat flesh and your body grows. (2) You eat and chunks fall out of your rotting body (3)You must draw the soul out of the target. (4) Suck fluids out of the target
1Roll this mutation check again, plus roll one additional defect.
2-4If you don’t eat every hour, you lose 1d8 hit points
5-7If you don’t eat every 1d8 hours, you lose 1d8 hit points
8-11If you don’t eat every 2d8 hours, you lose 1d6 hit points
12-15If you don’t eat every 3d8 hours, you lose 1d6 hit points
16-17If you don’t eat every 4d8 hours, you lose 1d3 hit points
18-19You have to eat?
20+Every day you don’t eat, you gain 1d3 temporary hit points.

Daily Punch 10-8-25 Explosive Tinnitus alchemical consumable for Pathfinder 2nd Ed

WHAT?!


Explosive Tinnitus Item 1+

Alchemical Consumable Elixir

Usage held in 1 hand; Bulk L
Activate [one-action] (manipulate)


Explosive Tinnitus makes your ears hurt so much you can’t hear a things.

Explosive Tinnitus (Minor)Item 1

Price 3 gp
Bulk L
When this is consumed you gain  1d4 persistent sonic damage and deafened condition. The flat check ends both conditions. 

Explosive Tinnitus (Lesser)Item 5

Price 30 gp
Bulk L
When this is consumed you gain  2d4 persistent sonic damage and deafened. The flat check ends both conditions. 

Explosive Tinnitus (Moderate)Item 9

Price 150 gp
Bulk L
When this is consumed you gain  2d4 persistent sonic damage and deafened condition. The flat check ends both conditions, but the flat check is DC 17.

Explosive Tinnitus (Greater)Item 13

Price 600 gp
Bulk L
When this is consumed you gain  3d4 persistent sonic damage and enfeebled condition. The flat check ends both conditions.

Explosive Tinnitus (Major)Item 15

Price 1,300 gp
Bulk L
When this is consumed you gain  3d4 persistent sonic damage and deafened condition. The flat check ends both conditions, but the flat check is DC 17.

Explosive Tinnitus (True)Item 19

Price 8,000 gp
Bulk L
When this is consumed you gain  4d4 persistent sonic damage and deafened condition. The flat check ends both conditions. 

Thoughts?