General Skill Prerequisites expert in Performance and a second skill
Learn from all the things you can do! When you attempt a performance check, if you have a skill that is appropriate and you are an expert in that skill, you can attempt a check with that skill. If you succeed at the same DC as the performance check, you gain a +2 circumstance bonus to your performance check. Attempt the second skill check before you attempt the performance check. Th GM is the final arbiter if a second skill is appropriate.
Hit Points: Skeletons gain 1d8 hit points at each level. Skeleton Powers: Skeletons have a number of random skeleton powers determined by their level. Agility Bonus: Skeletons get a bonus to all agility rolls for weapons and melee attacks were applicable. This is in addition to the bonus from the ability score AC Bonus: Skeletons gain a bonus to AC based on their level. Graveburn: Skeletons can elect to use gravburn like spell burn when using skeleton powers.
the last occultism feat, and times for the one for level 20!
Occult Master Variable actions Feat 20
General Skill Prerequisites legendary in occultism
Even the most powerful spirits will do your bidding. Once per day, you can choose an Occult 3rd level spell that is not uncommmon and attempt a DC35 occultism check. If you succeed, you cast the spell using as many actions as that spell normally takes. You use either your Charisma or Intelligence as the spell casting ability and are considered legendary proficiency to determine spell casting attack or save DC.
TL; DR-Good, but outside flaws hurt the adventure. 95%
Basics– Hey Kid, want to find some miners for us? Rescue at Shimmerstone Mine is a quick adventure for level 15 Starfinder 2nd Ed characters. Players are contracted to find some missing miner after communications went dark. What happened in the mines?
Mechanics or Crunch– It’s high level Pathfinder/Starfinder 2nd Ed content by Paizo-it’s good. The math works well here as it’s more of the classic formula with players attempting to find all the missing miners. There are fights, traps, and puzzles for them to solve. Mathematically it works well. 5/5
Theme or Fluff– For what it is, it’s a solid adventure. This is a three hour adventure, so if you want more story, you will be a bit out of luck. It is an engaging story of a mine that went crazy and understanding why the mine exploded into crazy riots is part of the Starfinder RPG system and Starfinder universe update, but the adventure’s story works well enough all on its own. For a short adventure, it’s a fun one. 5/5
Execution– Paizo did a good job here, but dropped the ball in some very serious ways. It’s hyperlinked, well laid out, yadda yadda and the standard good things that Paizo does. But, there are serious issues as well as some minor issues. The minor: the adventure says there are x number of miners and you will not find that number. That’s minor, but it drove a player of mine mad! The majors are Paizo didn’t put in a separate picture page for the NPCs. They do that in the Pathfinder and Starfinder adventures, but why not here? It’s even more of an issue because they literally put pictures of the NPCs in the text. Give me a page with them alone to show the players. But the biggest sin here is the lack of pregens. Paizo wants players to make level 15 characters. No, give me some you think my players would build. You did it for level 1 and 5, but why not 10 and 15? You can find them online as people are making them, but that’s a big issue here. This is a good adventure with some serious outside execution issues. 4.25/5
Summary– I like this one, but the flaws are here. In terms of pure math and crunch, it’s solid workmanship showing off the system. For the story itself, it’s fun and expands the world. For the execution, there are a few faults. No pregens is a big red flag. GIVE ME THOSE PREGENS! Make this plug n’ play for tables! Beyond those issues, it’s a good adventure that will play in 2-3 hours while expanding a bit on the world. 95%
General SkillDivinationMental Prerequisites legendary in Occultism Frequency three times per day Defence Will
What are you up to? You may attempt to read another creatures mind. As an action, indicate an NPC you are aware of. The GM will roll a secret Occultism check for you vs the targets Will Defense. Critical Success You know the targets actions for the next two turns to the best of the GM ability. Success You know the targets actions for the next turn to the best of the GM ability. Failure You do not know the targets actions. Critical Failure The GM will tell you false information regarding the creatures next turn.
You look into a target’s eye and they freeze in place. Any damage breaks the gaze
Manifestation
roll 1d4: (1) The casters eyes glow with purple light. (2) For the target, the world goes dark except your eyes. (3) Your eyes glow white with a flash. (4)The target cant look away from your eyes.
1
failure, power may not be used again today
2-11
failure
12-13
One target is frozen in place for 1 round
14-17
One target is frozen in place for 1d3 round
18-19
1d3+1 target is frozen in place for 1d3 round
20-23
1d3+1 target is frozen in place for 1d6 round
24-27
1d6+1 target is frozen in place for 2d6 round
28-29
1d6+1 target is frozen in place for 2d8 round
30-31
1d6+1 target is frozen in place for 3d8 round
32+
1d6+1 target is frozen in place until you release them
roll 1d4: (1) Woulds spontaneously close (2) Blood retreats and flesh reknits itself (3)You glow darkly and your wounds are healled (4) people blink and everyone misses it but your body is restored
General Skill Prerequisites legendary in Occultism
You force the spirits to do your bidding. Once per day, you can choose an occult 2nd level spell that is not uncommmon and attempt a DC30 Occultism check. If you succeed, you cast the spell using as many actions as that spell normally takes. You use either your Charisma or Intelligence as the spell casting ability and are considered an expert to determine spell casting attack or save DC.