Daily Punch 7-19-24 Arcane Master arcana skill feat for Pathfinder 2nd Ed

the last arcane feat, and times for the one for level 20!

Arcane Master Variable actions Feat 20

General Skill
Prerequisites legendary in arcana


You’ve master through study what only wizards know Once per day, you can choose an arcane 3rd level spell that is not uncommmon and attempt a DC35 arcana 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.

Thoughts?

Daily Punch 7-18-24 Going Deaf negative quality for Shadowrun 6th Ed

What?

Going Deaf ( 1 to 4)
Be it just a bit or nearly everything, you’ve started to lose your hearing.
• Bonus: 2 Karma per level
• Game Effect: Characters attempting a stealth check against you gain a bonus to their dice pool equal your your ranks in this skill.. In addition, increase the invisibility and improved invisibility condition number of any character you attempt to perceive.

Thoughts?

Daily Punch 7-17-24 Disrupt Arcane Bindings arcana feat for Pathfinder 2nd Ed

More arcana, and times for the one for level 18!

Disrupt Arcane Bindings One action Feat 15

General Skill
Prerequisites legendary in arcana


If magic holds it together, you can tare it apart! When you succeed at a recall knowledge check against a specific creature that would require arcana to study, you can instead of learning facts give a +4 status bonus to attacks against that creature to all allies. This must be done for each specific creature and only last for one minute.

Thoughts?

Daily Punch 7-15-24 Arcane Expertise arcane skill feat for Pathfinder 2nd Ed

More acrobatics, and times for the one for level 16!

Arcane Expertise Variable actions Feat 15

General Skill
Prerequisites legendary in arcana


You’ve learned so much you can hang with the most talented wizards now! Once per day, you can choose an arcane 2nd level spell that is not uncommmon and attempt a DC30 arcana 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.

Thoughts?

Ring Side Report- RPG review of The True OSR – Obsolete Shi**y Rules

Product– The True OSR – Obsolete Shi**y Rules

System- The True OSR – Obsolete Shi**y Rules

Producer– Tin Hat games

Price– $25.00 here   https://www.drivethrurpg.com/en/product/454627/the-true-osr-obsolete-shi-y-rules-eng?affiliate_id=658618   

TL; DR-What the hell just happened? 87% 

Basics– Why don’t we fight about the rules!  OSR is to RPG as metal is to music.  OSR is an EXTREME rules light RPG.  Let’s break this down.

Base Mechanics- This is a d10 based system.  You want to do a thing? Roll a d10 and add a bonus from the associated statistics.  You get a 6, you succeed!  Or not, if the Master(GM) decides the number is higher, or if he or she is just mad that day!  This is a rules based game, but not the kind of game where there are many rules.

Combat- Combat is quick and simple.  All characters roll initiative. Then in initiative order, you get 2 actions.  Actions are moving, attacks, reloading, and anything else you might want to do.  When you do an action, you can make it heroic by spending XP and roll on an epic table where you may be awesome or completely fail!

And honestly that’s it!

Mechanics or Crunch–  This is an interesting one that might be too streamlined!  The game is VERY theme heavy and rules light.  It might be so rules light that new players might not know how to play, much like early DnD needing a friend to bring you into the cult because the rules were so obscure. That said, it aims to be very punk forward and rules light.  And in that it succeeds.  What this book does have that is amazing is over 100 pages of random tables full of crazy things for the players to interact with. However, I feel that the rules-light nature hurts it a bit when new players are learning what the hell is happening!  4/5

Theme or Fluff– You can say many things about OSR, but you cannot say it has no theme.  This book oozes theme.  It’s like hitting a rock concert after hard drugs in a spray painted van.  Every page is full of crazy things, art, and words.  It is an assault on the reader how much is going on on each page-in a fun way!    5 /5

Execution– This is a good book with one unforgivable sin.  This is a fun book, but not a book that honestly reads easily.  I “think” I know how to play by reading, but the layout makes following everything a bit hard.  There is amazing stuff here, but the disorder overshadows the text.  It honestly verges on the distracting sometimes.  Also, there are multiple random characters, but I wonder if those are pregens or NPCs.  Does it matter?  This book also doesn’t have an adventure.  Give me an adventure to play out of the box please!  4/5

Summary– Someone once said, hippies were mean people cosplaying as nice people and metalheads are nice people cosplaying as mean people.  This book feels like that.  The book is a full-on assault on the senses, but it’s fun.  The layout of the rules are kind of all over the place and hard to follow but they are there. Also, they, meaning the author, the rules, or even the community of OSR players, don’t care if you use them or not.  It’s more about crazy gonzo fun.  And that is where the book succeeds.  This is pure grab your buds, hope you played right, but if you had fun you had fun!  It is not balanced in any way, nor is it any sort of guidance in how to run the game.  But that’s not the kind of game this is.  If you want some even-more-crazy-than-DCCRPG old school tabletop fun, then give OSR a try.  If you need even a hint of structure, then this might not be for you.  87%

Daily Punch 7-12-24 Adverse Interactions arcana skill feat for Pathfinder 2nd Ed

time for level 12!

Adverse Interactions Reaction Feat 7

General Skill
Prerequisites master in arcana


If you know how it works, you can know how it doesn’t work! Once per day, when an arcane spell is cast that you can see and are aware of, you can attempt a counteract check. If successful, you prevent the spell from being cast and the caster loses the spell slot as if was cast.

Thoughts?

Daily Punch 7-10-24 Arcane Potion arcana skill feat for Pathfinder 2nd Ed!

time for level 12!

Arcane Potions Feat 7

General Skill
Prerequisites master in arcana


There HAS to be an application from one of these textbooks! Once per day, you can make a arcana check in place of a crafting check to make an alchemical item with the bomb trait following all crafting rules except for cost of that item and that it only takes on hour to prepare the item. If you succeed you produce the item of that level that last for one day.

Thoughts?