General Skill Prerequisites Expert in Intimidation Range 30 feet; Targets 1 friendly creature Duration until the start of your next turn
You don’t fail me! You yell at the target and they gain a +1 circumstance bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target must decide to use the bonus before they roll. If they fail, they gain a -1 status penalty to all attacks, saves, and skill rolls taken until the duration ends.
You align the electrons in a non-magnetic substance. Any one object including a pair of shoes a willing creature is wearing or holding functions as magboots for one hour.
General Skill Prerequisites Legendary in diplomacy
You can make your friend feel better quick with just a word. Once per day per ally, you can use diplomacy in place of Medicine as a treat injury action.
General Skill Prerequisites Legendary in diplomacy, failed a diplomacy check
You do get a second chance to make a first impression. When you fail a Diplomacy check, you can reroll the attempt taking the second result. You can not use this ability a second time a day on the same target or group.
You’ve learned how to hold a target in place. The penalties for the suppressed condition when you apply it to a creature is –2 circumstance penalty to attack rolls and take a –10-foot status penalty to all its speeds.
TL; DR-Why fight undead when you can fight the fey? 95%
Basics– Go to new places, meet new fey, and kill them! Graveclaw continues the Blood Lords adventure path as our heroes begin to track down the people who are involved in the poisoning plot and THEY ARE ALL FEY! Find the hags, kill them, and travel all around the land of Geb
Mechanics or Crunch– This adventure is a bit tougher for the players than most of what I’ve seen. The players had fun, but they took some beating compared to most of my Pathfinder experience. That’s not bad, but it can get discouraging as they have to keep fighting again and again to stay alive. It’s a fun adventure, but something that might turn away some players with some slight balance issues. Also, the faction system is broken. I like the general idea, but right now I and my players still don’t know what the points do. More guidance is needed to really bring this out for everyone. 4.75/5
Theme or Fluff– The story here is good, but disjointed. The major plot of finding who is responsible for killing everything is fully on display. That said, this adventure is more vignettes as the players learn where a hag is, go there, meet locals who hate her, go to her home, and kill her. Repeat till four hags die. It’s not bad, but a bit too disconnected for a full flowing story. But when hanging out with a magic drugged up Vampire lord on a bender is on the itinerary, who cares? 4.5/5
Execution– Overall solid work from Paizo with one problem that I will dock because I am petty. Solid lay out, eat to read, and good art all make this a great product. Things that would make me happy are maps that fit into Roll20, but Paizo backed Foundry instead. That’s understandable. It’s hyperlinked, so it’s nice for my tablet. The ONE thing that drove me up a wall was the last fight. The final boss is listed in one place, when you go there, it then references a second area. That annoyed me as the other creatures in the fight are listed in the first area. So, I end up bouncing between three places in a book. DON’T DO THAT! Aside from that one annoyance, Paizo makes a solid book. 4.95/5
Summary– Blood Lords continues to be some of the most fun I have had in Pathfinder that Paizo doesn’t like to admit too. It’s most definitely not a a standard hero story as the players often are not great heroes but aspiring evil lords. This particular part is good, but misses a few too many things to be amazing. The adventure is brutal, but not bad. The story is a bit disjointed, but still flows. The execution as always is good. I will definitely be returning for the third part of this path! 95%