Been reading about religion again, so time for some crazy stuff!
Emerald Tablet Feat 20
Alchemist
You have found the lost tablet of the Thrice Blessed Alchemist learning the true secret-there is no difference between God, Magic, Man, and Molecules. You gain the ability to copy spells up to fifth level of any tradition into your formula book. You can cast these spells using a use of your infused reagents. You have to copy down those spells are normal, and the spells take the normal actions to cast. Your total level counts as the level for casting any spells.
Time for some Starfinder in the same area as I’ve been playing. Let’s do some learning!
SPEED LEARNING M1 T1
School divination
Casting Time 1 standard action
Range touch
Target one creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
This spell allows you to teach another something you know quickly. For the duration of the spell, the target gains ranks in a skill with which you are trained equal to your to your ranks and that skill is considered a class skill for the target.
Basics– Pathfinder! The Society calls! A new lodge is being built and new agents are needed to help with getting the area settled. You won’t be wielding a hammer. The land needs to be purified and the locals may help or hurt if you make enough friends. An intro adventure for levels 3 to 6.
Mechanics or Crunch-I love the crunch here. There are a ton of fights, but none drag on. Also, there are multiple things like social encounters, exploration, and some solid fights as well. Heck there is even a hard boss fight, but like all good RPGs, if you play smart and make friends, life is easier. This feels like a great introduction to the system and world, even better than 2-01. 5/5
Theme or Fluff– Story, combat, exploration, and social-all parts of a solid whole that make a fun adventure. When I run this I have a blast and so do my players. Nothing drags; there is always time left but you leave feeling full. More adventures like this are needed to pull new pathfinders into the fold. 5/5
Execution– PDF? Yes. Hyperlinked? Yes. Good layout, handout, and all the other basics make this a solid adventure. The only thing I don’t like are the maps that are marked up so I have to buy the other map somewhere else. That always feels cash grabby, but that is the only bad thing here. 4.75/5
Summary-I love this adventure. You get new locations, new characters, and solid fights that make a fun adventure. It’s balanced well with a fun boss fight and great execution that makes running this a blast. Would like clean maps, but that is my only problem. If you want some intro to Pathfinder, you won’t go wrong with this one. 98%
More ideas for all the knowledge based characters out there!
Pedagogy
Knowledges is power, but power not shared is useless. Knowledge must flow and be told. You and your god specialize in teaching others all the things you know. These insights will help you better understand the world around you and help all you serve better understand themselves and others. Go cleric spread the good words to others!
When you choose this domain at 1st level, you gain proficiency in a number of tools or languages equal to your Wisdom modifier.
Disciple of Knowledge
Also starting at 1st level, your wisdom helps with your knowledge. When you make a Intelligence skill check, add your Wisdom modifier as well..
Channel Divinity: Speed Learning
Starting at 2nd level, you can use your Channel Divinity to deliver a bold of knowledge to another. As an action, you choose one skill or tool you are proficient in and touch a creature. For 10 minutes, the target has proficiency with the chosen skill or tool.
Assistant
Beginning at 6th level, when you do the help action with another character, in addition to advantage, they add your Wisdom modifier to the roll as well.
Mind Strike
At 8th level, you learn how to now directly strike to a foes mind. Gain the eldritch blast cantrip as a cleric spell but instead of force damage it does psychic damage instead.
Fail Forward
Starting at 17th level, when you see someone attempt a skill check with which you are proficient, you can spend a spell slot of the highest you have available so long as its level one, to give the target a reroll on the check. This may only be attempted once per check.
TL; DR-Good introduction to the world of Starfinder Society. 92%
Basics– Starfinder! Society calls! New Starfinders are needed to help find the pieces of an old tablet that will open a long lost vault in the stars. This adventure is four short scenes that are all tied together in one adventure.
Mechanics or Crunch-This is a good introductory adventure that has some exploration, combat, space combat, and a bit of social interaction. The only downside is the pieces may be a bit easy for most players. Even pregens have an easy go of this one. But it’s fun nonetheless. 4.5/5
Theme or Fluff– This adventure is four short adventures that all tie together. It’s a bit rough between the pieces, but the goal of this one is to be more an intro to the world, Starfinder Society, and the system. It does a solid enough job with a decent story providing the basics of the world and story of it. 4.5/5
Execution– PDF? Yes. Hyperlinked? Yes. Good layout, handout, and all the other basics make this a solid adventure. The pieces I don’t like are the maps that you have to buy because the maps are marked up. I understand why, but it’s still annoying. That’s the worst part of the execution, so that is not bad at all. 4.75/5
Summary-. Dreaming of the Future is a solid introduction with a few rough parts. The rough parts are all due to the episodic nature of this one. The pieces are short but that helps with new players learning the system. If you want a fun quick adventure for a new group of Starfinders, you would have a hard time finding a better one than this one. 92%
How about instead of a save we use a skill check? What do people say?
Debilitating Learning
1st-level enchantment
Casting Time:1 action Range:30 feet Components:V, S, M (a book) Duration: Concentration, up to 1 minute
You impart your knowledge to three creatures with an Intelligence score of 5 or higher and possibly overwhelm the target. Choose nature, religion, arcana, or history, and make an Intelligence check for that skill. Each target must make the check as well. If their check is lower then your check, they are stunned.
At the start of each of its turns, the target can make another skill check with the DC equal to your check to end the effect. On a success, the spell ends. Damaging the target instantly ends the effect.
When the effect ends, the next check the target makes using that skill is made with advantage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the number off affected targets increases by one for each slot level above 2nd.
None know what you found, but it offered you knowledge. Dark, fel knowledge that no one else knew. Knowledge is power and power corrupts, and this creature offered you enough knowledge to give you all the power you ever need. May you stay strong enough to not be completely corrupted by it.
Advanced Learning
Starting at 1st level, you gain a spell book and two 1st level spells and two cantrips from the wizards spell list. You can add more spells to the book as a wizard does from the wizard spell list. When you take a short rest you can prepare as many spells are you are able, but you must prepare individual uses of each spell. To cast a spell multiple times, you must have prepared it multiple times. You are still limited to your maximum spell level based on your level.
Learn Through Experience
Starting at 6th level, if you succeed against a save from the wizards spell list that spell appears in your spell book. You need not be able to cast the spell yet to add it to your spell book this way.
Knowledge Application
Starting at 10th level, up to a number of times per day equal to your Intelligence modifier, when you cast a spell you can gain advantage on the spell attack or cause one target to suffer disadvantage on a save against the spell.
Advanced Application
Starting at 14th level, the dark master blesses you far beyond others that it controls and other warlocks who follow lesser masters. You can prepare one additional wizard spell that you know that is at the maximum level of a wizard of your level per day. You must have this spell in your spell book.
Been thinking about alchemist fire and bottles of acid. Let’s make them more useful.
Equipment Expert
You’ve gotten good at throwing around your toys. Gain the following benefits:
Increase your damage of alchemist fire by 1d4 for every other character level you have starting at 2nd level and the DC of your alchemist fire is 8 + proficiency bonus + your Dexterity Modifier.
Increase your damage of acid flasks by 1d6 for every other character level you have starting at 2nd level.
I want to splash lots of damage around in Pathfinder.
Splash Critical Feat 4
General When you hit your target, every around feels it! When you critically hit a target and the weapon does splash damage and effects, treat the splash damage and effects as if it was a critical hit for modifying damages and effects, typically doubling the damage. Other feats, abilities, and items that modify critical hits and effects are applied to splash damage and effects as well