Ring Side Report- RPG review of Pathfinder One-Shot #3: Head Shot the Rot

Product– Pathfinder One-Shot #3: Head Shot the Rot

System- Pathfinder 2nd Ed

Producer– Paizo

Price– $ 9.99 here https://paizo.com/products/btq02aoq?Pathfinder-OneShot-3-Head-Shot-the-Rot 

TL; DR-This is what I want more of.  100%

Basics– AIM FOR THE HEAD!  Head Shot the Rot is a one-shot drop-in game for four PCs set in Alkenstar.  It’s a glorious “Kill the bad guys, save everyone!” kind of adventure.

Mechanics or Crunch– This is Night of the Living Dead in Pathfinder.  You have some zombies and you have some people.  You get some skill checks, some combat, and some social.  That’s all the pieces of the game I want.  And I’m happy!  It’s solid mechanics with 3rd level PCs and some monsters that can tear them up if they screw up, but enough firepower to make sure that doesn’t happen.  Finely balanced as all things should be.  5/5

Theme or Fluff– You start in a bar with your buds, bad happens, and you kill it.  Save the people, get the money.  That’s the story and there is enough in the adventure and maps to build that into a fun place to play and explore even if you don’t go far.  The PCs and I had a blast with this one.  5/5

Execution– It’s Paizo.  They know how to lay out a book, make nice art, make it easy to read, and get me the information I need in a hurry.  It’s 10 bucks, which is a bit pricey, but it filled four hours.  This beats the movie test of if I went to the movies with the same friends, would we spend more.  So, I don’t feel ripped off here.  It comes with art, maps, and PCs – all the toys I need to literally just drop in Roll20 and play.  5/5

Summary–  Some days you crave Game of Thrones level intrigue, and others you  just want a bunch of zombies, a gun, and a goal.  This is the latter.  I loved everything here.  It’s a fun one shot where all the players get what they want out of this, while I had fun and did not need hours of prep before.  Hey Paizo! Make more of these, and then connect them to each of the adventure paths.  I’d buy them!  100%

Daily Punch 2-7-24 Minor Manipulation occult spell for Pathfinder 2nd Ed

just guide their hand…

Minor Manipulation one-action Spell 2

Concentrate Mental
Traditions occult
Range 30 feet; Target 1 creature
Defense Will; Duration varies  


You whisper secrets and guidance into a targets ear. The target makes a will save
Success The target is unaffected and aware of the spell.
Failure You dictate the targets next action. this is one action that can include attacks, spells, or any other abilities or actions that are only one action. the target is not aware of the spell.
Critical Failure You dictate the targets next turn. Tis is three action that can include attacks, spells, or any other abilities or actions that can be completed in three actions. The target is not aware of the spell.

Thoughts?

Daily Punch 2-5-24 Whipping Vine primal spell for Pathfinder 2nd Ed

Let’s make a second level one action arcane spell!

Whipping Vine one-action Spell 2

Concentrate Summon
Traditions primal
Range touch
Duration sustained up to 1 minute  


With a thought you summon a bark vine to grow up in your space. The vine protects you from others attempting to come near your. The vine has the reactive strike ability that triggers if a target enters within five feet of you or attempts to leave being next to you. As an attack, make a melee spell attack against AC.
Critical Success The target is pushed 10 feet, dealt 2d8 bludgeoning damage, and knocked prone.
Success The target is pushed 5 feet, dealt 1d8 bludgeoning damage, and their movement action ends.
Failure The target is unaffected.

Thoughts?

Ring Side Report- RPG review of Pathfinder Society Intro: Year of Unfettered Exploration

Product– Pathfinder Society Intro: Year of Unfettered Exploration

System- Pathfinder 2nd Ed

Producer– Paizo

Price– $ 8.99 here https://paizo.com/products/btq02eqo?Pathfinder-Society-Intro-Year-of-Unfettered-Exploration   

TL; DR– Too much money for a too short adventure.  77%

Basics– And we’re walking!  This Pathfinder Society adventure features you as a tour guide to a multidimensional maze where you guide a new venture captain to a lodge, then help round up some little elementals all while trying to be on time for his party.

Mechanics or Crunch– Paizo understands its mechanics.  The game itself works well here, but the adventure is a bit short.  What is in this adventure is about two fights and several skill checks to help multiple different players feel involved with a bit of exploration thrown in.  Solid work overall, but a bit short for my players as no players felt too challenged and a few checks cleared the adventure with no problem. 4.5/5

Theme or Fluff– The adventure works, but it feels off. We have a new guy who wants to see a place.  Cool, but there is a random fight, some random elemental stuff, a kind of random handout, and a random place that doesn’t feel all that connected.  It works, but my players and I felt that it was a bit disjointed.  Furthermore, it didn’t really introduce any major metaplot or content.  It was a decent distraction and having more pure noncombat adventures would be fun, but this wasn’t that nor was it pure combat adventure.  It felt like too much of a mix.  3.5/5

Execution– I was the most disappointed here.  The adventure works with classic Paizo layout and text doing their good job as always, but there is too much text and not enough guidance with some things being tried but not really working.  First, there are random things that happen.  Good!  But use the random event charts that we had in previous chapters rather than just have three options for the GM to pick.  Same goes with where the main NPC wants to go.  Add in a chart where he says where to go, describe the location, and have a random dice roll.  The main bulk of the adventure is in a maze.  Which is fun, but doesn’t have a massive location, but maybe just set pieces.  There are places that I don’t feel were all that connected nor did the riddle handout really help me or my players with it.  The price of the adventure is high, but they are now including all the information I need to run it.  However, the map they give is too big and can’t work on Roll20.  It also has a grid, so I have to fight with Roll20 to line it up.  PDFs can remove the grids, so I appreciate those.  But, here I am paying for a product that isn’t quite getting me what I want.  Honestly, if these were just set piece locations as they wander the maze, I feel that would make this run easier and make the maps small enough to upload to Roll20.  I appreciate what they gave me, but for almost 1/3 the price of their regular adventures, this costs a bit too much.   3.5/5

Summary–  Overall, this works.  It’s a fine enough adventure, but it’s short, a little disjointed, and the add-ons are a bit wonky.  I don’t hate this, but I feel some aspects hold this back.  Some small changes in organization and flow could help this be a top notch adventure.  You can easily run this, and you and your party will have fun.  But, don’t expect this to run for the full five hours.  77%

Daily Punch 2-2-24 Puff arcane spell for Pathfinder 2nd Ed

Let’s make a second level one action arcane spell!

Puff Condition one-action Spell 2

Manipulate
Traditions arcane
Range 30 feet; Targets 1 willing creature, 1 creature, or unattended object
Defense Fortitude  


With a quick gesture you cause of puff of air to push something or someone. If the target is welling you can push the target up to 30 feet. This movement does not provoke reactions. Unwilling targets must make a Fortitude save; unattended objects automatically fail.
Critical Success The target is unaffected.
Success The target is pushed 10 feet.
Failure The target is pushed 30 feet.
Critical Failure The target is pushed 60 feet.

Thoughts?

Daily Punch 1-31-24 Halt Condition divine spell for Pathfinder 2nd Edition

Let’s make a second level one action spell!

Halt Condition one-action Spell 2

Manipulate Healing
Traditions Divine
Range 30 feet; Targets 1 willing creature
Duration  1 minute


You ask the gods to hold back the afflictions of those under your care. Choose one condition (blinded, confused, dazzled, clumsy, deafened, doomed, drained, enfeebled, fascinated, fatigued, paralyzed, persistent damage, sickened, stunned, or stupefied) affecting a creature. That creature is not affected by that condition for one turn. Once per round on subsequent turns, you can Sustain the spell to continue to prevent the condition form affecting the target. The condition must be due to a malady imposed via magic or creature effect such as a magic spell or venom not a physical condition like being in a dark place or long-term unrest causing fatigue. The condition must run its natural course to end, but any persistent effects from a creature that end upon the creature’s death or fail to Sustain the spell end automatically.

Thoughts?

Daily Punch 1-29-24 Confound occult spell for Pathfinder 2nd Ed

more one action spells! now 1st level occult!

Confound one-action Spell 1

Manipulate Emotion Mental
Traditions Occult
Range 30 feet; Targets 1 creature
Defense Will, Duration  1 round


You cause the mind of a target to stumble a bit..
Critical Success The creature is unaffected.
Success The target takes a -1 circumstance check on their next check, save, or attack.
Failure The target is stupefied 1..
Critical Failure The target is frightened 1 and stupefied 1.

Thoughts?

Daily Punch 1-26-24 Vine Wrap primal spell for Pathfinder 2nd Ed

let’s make a one action primal level 1!

Vine Wrap one-action Spell 1

Manipulate Plant Wood
Traditions Primal
Range 30 feet; Targets 1 creature
Defense Reflex, Duration  1 minute


You quickly throw a tangle of roots at a creature rapping them up in its grasp.
Critical Success The creature is unaffected.
Success The creature takes a -10-foot circumstance penalty to speed for 1 round.
Failure The creature gains the grabbed condition for the duration but can attempt an escape check against your spell DC to end the condition.
Critical Failure The creature gains the grabbed and slowed 1 condition for the duration but can attempt an escape check to end the condition. Slowed 1 does not end until the target escapes.

Thoughts?

Daily Punch 1-24-24 Minor Cuts arcane spell for Pathfinder 2nd Ed

Let’s keep doing some one action spells!

Minor Cuts Spell 1

Attack Evocation
Traditions arcane
Cast [one-action] somatic
Range 30 feet; Targets 1 creature


You throw a bolt of blades at at target. Make a spell attack against the target. On a hit, you cause persistent bleeding causing 1d3 persistent damage. On a critical hit, double the persistent damage.


Heightened (+1) The persistent damage increases by 1d3.

Thoughts?

Daily Punch 1-22-24 fluttering Wings monk feat for Pathfinder 2nd Ed

My wife and I were watching some crazy Hong Kong kung fu and taught this one up.

Fluttering Wings [reaction]Feat 6

Monk
Archetype Martial Artist*
Prerequisites Crane Stance
Trigger An enemy approaches with in your melee range.
Requirements You are in Crane Stance
* This archetype offers fluttering wings at 8th level.


Your limbs constantly move to keep your foes at bay. Make a melee attack against the triggering foe. On a hit, you deal no damage, but instead you push the foe five feet and end their stride. On a critical hit, you instead move them five feet and knock them prone. They may take additional stride actions either as part of their current action or as a separate action to move toward you however.

Thoughts?