How about we don’t heal? As an action, you can spend multiples of five hit points from your vitality network and choose an ally in range wielding an energy weapon. The weapon regains charges equal to 1/5th the number of hit points spent.
Why wait? If a target is affected by an effect that would trigger at the start of its turn, that effect occurs as soon as the target is affected by you and at the start of its next turn.
Uncommon Mental Cast1 hour: Cost One spell slot per cartridge reloaded Caster 1 Primary Check Arcane(trained); Secondary Checks none Range 10 feet: Target 1 or more empty energy cartridges
You use the power of raw arcane will to channel energy into cartridges for an energy weapon. You expend spell slots of any rank and reload one cartridge per spell slot lost in this way.
Basics– Dinner time! Dinner at Lionlodge is a stand alone adventure where the players are invited to meet with a mysterious benefactor. Does he only want to give us money?
Mechanics or Crunch– This adventure has a few too many things that confound the player. There are lots of enemies that either can shake off damage or might be a bit too high a level for it to be fun. It works, but players may not want the hard entry of crunch into this one. 4/5
Theme or Fluff– This adventure works, but it feels a bit too random. The random invitation is too good to be true, but why the heroes? That seems off. Also, there is background in the adventure that is surprising and kind of comes out of left field. It’s not bad, but there is too much randomness that doesn’t involve the player. 3/5
Execution– This book has lots of extras that help, but is missing one key piece. There are maps, pictures, and even character sheets. What it’s missing is ties between the characters and the adventure. Others of these have nice pieces that indicate relationships and messages to tie them to the story. That’s not in here. It’s an absence that is felt. 4.5/5
Summary– I didn’t have as much fun with this one. It’s not bad. But I was hoping for a quick one shot to get some crazy story. That said, it did play, but my players didn’t enjoy it as much, as bad rolls combined with rough resistances led to a bad day. The story was a bit fragmented, and the usual Paizo polish missed a bit here. I don’t hate it, but it’s not the best of the one shots. 77%
Usage held in 1 hand; Bulk L Activate [one-action] (manipulate)
Aneurism is pure mental pain in a potion. The pain is so extreme it blinds the target.
Aneurism (Minor)Item 1
Price 3 gp Bulk L When this is consumed you gain 1d4 persistent mental damage and blinded The flat check ends both conditions.
Aneurism (Lesser)Item 5
Price 30 gp Bulk L When this is consumed you gain 2d4 persistent mental damage and blinded. The flat check ends both conditions.
Aneurism (Moderate)Item 9
Price 150 gp Bulk L When this is consumed you gain 2d4 persistent mental damage and blinded. The flat check ends both conditions, but the flat check is DC 17.
Aneurism (Greater)Item 13
Price 600 gp Bulk L When this is consumed you gain 3d4 persistent mental damage and blinded. The flat check ends both conditions.
Aneurism (Major)Item 15
Price 1,300 gp Bulk L When this is consumed you gain 3d4 persistent mental damage and blinded. The flat check ends both conditions, but the flat check is DC 17.
Aneurism (True)Item 19
Price 8,000 gp Bulk L When this is consumed you gain 4d4 persistent blinded damage and blinded. The flat check ends both conditions.
roll 1d4: (1) Uttering your true name renduces you a doll to the will of another. (2)Your real name causes you to lose consciousness until the power is done (3)You are awake, but must fight your bodies pull to do another bidding. (4) You feel happy to do what you are told upon hearing your name
1
Roll this mutation check again, plus roll one additional defect.
2-4
You must follow the command of those who say your true name if you fail a DC 20 WIll save for 1d6 hours
5-7
You must follow the command of those who say your true name if you fail a DC 18 WIll save for 1d6 turns
8-11
You must follow the command of those who say your true name if you fail a DC 16 WIll save for 1d6 round
12-15
You must follow the command of those who say your true name if you fail a DC 14 WIll save for 1d3 round
16-17
You must follow the command of those who say your true name if you fail a DC 12 WIll save for 1d2 round
18-19
Your name makes your ears slightly blush
20+
You must never say your true name, but upon its being said you gain 1d3 actions
Uncommon agile Price 2 gp; Damage 1d4 P; Bulk L Hands 1; Reload 1 Type Melee; Category Simple; Group knife
This short dagger has a hollow chamber that is sprung when its stabbed into a target. The up-close injector auto injects any consumable loaded into the chamber.