Attack Cantrip Concentrate manipulate mental Traditions occult Range 30 feet; Targets 1 creature Defense AC
You rapidly damage the mind of an enemy. Make a ranged spell attack roll against the target’s AC. On a hit, the target takes 2 mental damage (double damage on critical hit).
Classes Mystic 0 School evocation Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one creature Duration instantaneous Saving Throw Will negates; Spell Resistance yes
Description
When you cast this spell, choose positive or negative; the spell gains that descriptor. You ask your god to punish the guilty as you choose a target. The target must make a Will save. On a failure, the target takes 1d3 damage of the chosen energy type.
Alright, we’ve been using archive too much. Solid resources, but let’s move onto the new fancy book!
Elemental Poke One-action Cantrip 1
Attack Cantrip Concentrate manipulate electricity/fire/cold/acid Traditions arcane primal Range 30 feet; Targets 1 creature Defense AC
You quickly fling a ball of elemental material at an enemy. Choose acid, cold, electricity, or fire. Make a ranged spell attack roll against the target’s AC. On a hit, the target takes 2 damage of the chosen type (double damage on critical hit).
Attack Cantrip Concentrate manipulate Sanctified Spirit or Void Traditions divine Cast [one-action] somatic Range 30 feet; Targets 1 creature Defense AC
You quickly slap toward an enemy and your deity continues the push. Choose spirit or void. You can’t cast this spell if you don’t have a deity or if your deity is true neutral. Make a ranged spell attack roll against the target’s AC. On a hit, the target takes damage of the chosen type equal to 2. On a critical hit, the spell also pushes the enemy five feet away from you. The spell gains the trait of the alignment you chose.
Benefit: Choose two 1-level mystic spells and one 2nd-level mystic spell. You gain one additional casting of each first level spell you know and you can cast the 2nd-level spell once per day for every 6 character levels you have. If you later gain levels in mystic, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration.
Trigger you are the target of a non-magic melee or ranged attack and the attack does not hit you and you are aware of the attacker
You funnel excess spell energy into your own body. You gain temporary hit points equal to the highest level spell or heightened spell you cast last turn.
You build extra arms for yourself to do extra actions. You can not use this power while under the effect of this power
Manifestation
roll 1d4: (1) You pull skeletal arms from the earth and attach them to yourself (2) Your bones shift like sand and new ones grow from your back (3)You glow black and new bones apear from the eather (4) Your arms split and form into more arms
1
Failure, ability may not be used againt that day
2-11
Failure
12-13
You gain one additional arm with a d12 action die
14-17
You gain one additional arm with a d16 action die
18-19
You gain one additional arm with a d20 action die
20-23
You gain two additional arms with a d20 and a 1d14 action dice
24-27
You gain two additional arms with a d20 and a 1d16 action dice
28-29
You gain two additional arms with two d20 action dice
30-31
You gain three additional arms with three d20 action dice
32+
You gain Four additional arms with four d20 action dice
Basics– It’s Pathfinder 2nd ed-AGAIN! Player Core is the ORC approved, non OGL version of Pathfinder. Spoilers for this one- If you liked Pathfinder 2nd Ed, you’re gonna like this. If you HATED Pathfinder 2nd ed, you’re still not gonna like this! Let’s look at the parts.
Mechanics or Crunch– This is the exact mechanics you saw in the original Pathfinder 2nd Ed book. The system’s basic mechanic is level based bonuses with ability bonuses to a d20. If you would like a deeper breakdown check out our original review here https://throatpunchgames.com/2019/08/18/ring-side-report-pathfinder-rulebook-2nd-ed/. It’s a solid game. 5/5
Theme or Fluff– Like Golarion? If you liked 1st Ed and you like the previous 2nd Ed world, then you will like this. Nothing really changed in this book aside from switching out what classes made the cut: witch is in but paladin/champion is out. Things do not drastically change with this new book, but I liked the old book too. 5/5
Execution– Paizo does good books. Layout, text, pictures, and words all flow well. What this book does differently than the last one is some edits to explain some concepts better. I think this is the distinction between the two versions. Also, since we moved from the OGL to the ORC some game terms changed, and honestly despite it being mostly superficial, these are good changes I like. I can sum this up in one example spell LEVEL vs spell RANK. Those two things mean the EXACT same thing. BUT, too many new players get confused when you say level with spells, and anyone with any experience with games can tell you about a 3rd level wizard, shocked they only get 2nd level spells. Now, that’s gone. That right there is worth this five out of five. 5/5
Summary– Welp this review can be summed up as “if you liked Pathfinder core rulebook you will like Player Core, and if you hate Pathfinder 2nd Ed, you won’t come back for this one!”. And that’s about it. The elephant in the room is “was this needed?”. And honestly, not really and yes. Not really because this book’s biggest changes are cosmetic. The cosmetic updates are welcome, but are really just surface changes as the base mechanics haven’t changed. I like them, so that’s not an issue. And completely needed because WotC hinted at major changes and this book makes Paizo stand on its own with its own rules and systems. So, your mileage will vary as you can get quite far with an old player book and have a blast, but if you have holiday money and want to get into Pathfinder 2.1 (since this isnt as big a change as DnD 3 to 3.5, not even close), then this is a great book to buy and play. 100%
Classes Mystic 1-6 School conjuration (healing, creation) Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one living or undead creature Duration 1 round/level Saving Throw Fort ends; Spell Resistance yes
Description
By invoking the twin nature of creation and destruction, you coat a target with fungal spores. These spores burrow in on a failed Fortitude save. If the target is coated with spores, each turn the target takes damage depending on the spell at the start of its turn and you gain that many hit points or stamina. The target can make another Fortitude save at the end of each of its turns to end the effect.
Spore causes damage to your target and restores a number of Hit Points to you depending on the spell’s level.
Archetype Archetype Eldritch Armor PrerequisitesEldritch Armor Dedication Trigger An opponent hits you and you do not reduce the damage. Requirements You must have cast a spell last turn
You response to a strong hit by encasing yourself in residual spell energy. After you are hit by an enemy attack and you do not reduce the damage with an activated ability, you gain a circumstance bonus to your AC equal to the last spell level you cast till the start of your next turn.