Let’s wear down the materials!\
Weakened
You’re armor is worn down.. Weakened always includes a value. When your armor is weakened, you take a status penalty equal to the condition value to AC.
Thoughts?
Let’s wear down the materials!\
Weakened
You’re armor is worn down.. Weakened always includes a value. When your armor is weakened, you take a status penalty equal to the condition value to AC.
Thoughts?
Product– Pathfinder Society Scenario #6-12: The Burning of Greensteeples
System- Pathfinder 2nd Ed
Producer– Paizo
Price– $ 8.99 here https://paizo.com/products/btq08bzx?Pathfinder-Society-Scenario-612-The-Burning-of-Greensteeples
TL; DR-Fun events, but little big pictures. 90%

Basics– Greensteeples burns! Thrune attacks the Pathfinders at Greensteeples, and it’s your job to help. Can you get in, get your friends, and get out?
Mechanics or Crunch– This adventure covers a lot of bases. It has an infiltration round and several combats. Infiltration could be better described in the core books, but what’s here functions ok within the rules themselves. There is a smattering of social encounters, but overall, it’s several small events as the players attempt to sneak in, kill bad guys, get friends, and sneak out. It’s good overall, with only a few small issues. 4.75/5
Theme or Fluff– I know Thrune doesn’t like the Pathfinders, but there seems like there is more going on, but I don’t know it. I feel like this is setting up something big, but I don’t have enough to tell my players about it. There is moving and shaking, but I don’t understand it. I’d like to know more than what’s here. The base plot is fine, but the bigger plot is something I think isn’t well explained. 3.75/5
Execution– It’s Paizo. I keep saying they do this well, and they did this well again. 5/5Summary– I liked this one, but I wish I could love this one. I need more big story beats. I felt like I missed it here, so my players may miss it as well. The major events went well, and the players and I had fun with the crunch. The execution is on point as always. I just want to know more of what is going on. 90%
Too cold to move
Arcane Magus Oracle Sorcerer Wizard
Ice slows you down. When you cold fire damage to a target, the target must make an additional Fortitude save vs your class save DC. Upon a failure, that target becomes slowed 1 or increases its slowed level by 1.
.
Thoughts?
Let’s break stuff!
Brittle #
Stuff gets easy to break lots of ways, but break all the same! This status has a code on it, and the target gains a penalty equal to it this number on damage soak or breaking item tests.
Thoughts?
FIRE!
Arcane Magus Oracle Sorcerer Wizard
Fire keeps them warm! When you deal fire damage to a target, that target automatically gains 1d6 persistent fire damage and is actively on fire. A regular check to end the persistent fire damage or an action to put out the fire ends the damage.
.
Thoughts?
SET THEM ON FIRE!
Hot Hands
Cost: 0.5 PP
Activation: Passive
Set your hands on fire to set them on fire! Your hands burst into flames. You are not dealt damage, but when you strike a target, the target takes Fire elemental damage and impose the Burning status with a rating equal to net hits on the melee attack test.
Thoughts?
My god says no!
Cleric
Trigger A creature cast harm or heal
When a foe Casts harm or heal and you can see its manifestations, you can use your magic to disrupt it. You expend a prepared heal or harm, it does not have to be the exact same spell, to counter the triggering creature’s casting of heal or harm. You lose your spell slot as if you had cast the spell. You then attempt to counteract the triggering spell. The spell you expend can be your divine font spells.
.
Thoughts?
Concentrate Cold Manipulate
Traditions arcane, primal
Mystery tempest
Range 500 feet; Area 20-foot burst
Defense Reflex; Duration sustain, up to one minute
You cause a small storm to freeze everyone in an area. At the start of a creatures turn, a target in the area must make a reflex saving throw.
Critical Success The creature is unaffected.
Success The creature takes half damage and is not slowed.
Failure The creature takes 3d6 cold damage and is slowed 1.
Critical Failure The creature takes 6d6 cold damage and is slowed 2.
Heightened (+1) The damage increases by 2d6.
Oh god, did he just barf?
| Bile Blast | ||||
| Level: 1 | Range 30 feet cone | Duration: until save or dead | Casting time: action | Save: Reflex |
| General | Your bit someone and they begin to rot to death! | |||
| Manifestation | roll 1d4: (1) You open your mouth and vomit over the area (2) Your stomach swells and you have to blast out chucks of bile (3) your stomach swells and burst throwing acid at your targets (4) you gag and then blow chucks over your foes | |||
| 1 | failure, power may not be used again today | |||
| 2-11 | failure | |||
| 12-13 | You cover all targets in the area with acid dealing 1d6 acid damage | |||
| 14-17 | You cover all targets in the area with acid dealing 1d6 acid damage and the targets take 1d4 acid damage every turn untill they make a reflex save at the start of their turn or spend an action to remove the acid | |||
| 18-19 | You cover all targets in the area with acid dealing 2d6 acid damage and the targets take 1d4 acid damage every turn untill they make a reflex save at the start of their turn or spend an action to remove the acid | |||
| 20-23 | You cover all targets in the area with acid dealing 2d6 acid damage and the targets take 2d4 acid damage every turn untill they make a reflex save at the start of their turn or spend an action to remove the acid | |||
| 24-27 | You cover all targets in the area with acid dealing 3d6 acid damage and the targets take 2d4 acid damage every turn untill they make a reflex save at the start of their turn or spend an action to remove the acid | |||
| 28-29 | You cover all targets in the area with acid dealing 3d6 acid damage and the targets take 3d4 acid damage every turn untill they make a reflex save at the start of their turn or spend an action to remove the acid | |||
| 30-31 | You cover all targets in the area with acid dealing 4d6 acid damage and the targets take 3d4 acid damage every turn untill they make a reflex save at the start of their turn or spend an action to remove the acid | |||
| 32+ | You cover all targets in the area with acid dealing 4d6 acid damage and the targets take 4d4 acid damage every turn untill they make a reflex save at the start of their turn or spend an action to remove the acid | |||
Thoughts?
Did I just get mugged?
General Skill
Prerequisite master in Thievery
Trigger You fail but not critically fail a steal attempt
If you mess up, why not buy some time. When you fail but not critically fail a steal attempt, you can replace the item you are attempting to steal with an item of equal weight. The target will not realize that you failed, but will notice in 12 seconds, two turns.
.
Thoughts?