You know how to turn a blade to get the most out of it. Any two handed sword you are wielding has its hardness increased by 1/2, rounded down, its normal amount.
Tools, no matter how abused, are meant to be used. Two handed swords do not gain the broken trait when wielded by you nor do any two handed weapons with more than zero hit points have the broken trait. When a two handed sword is reduced to zero hit points while used by you, it instead becomes broken, is not destroyed, and can not be used then. Weapon broken while used by you can be repared even when reduced to zero hit points. Weapons with their hit points reduced to zero hit points are still destroyed if they were used by others.
Archetype Archetype Great Sword Prerequisites Great Sword Dedication
Swing with the strike and swing back harder! If you use your sword to do a shield block against and strike that enemy on your next turn with a melee attack, gain a bonus to damage equal to 1/2 your level to that first damage roll that turn.
My wife is playing tones of Octopath Traveler. I saw a power that I think would be fun for Pathfinder
Vengeful Blade Two Actions Feat 8
Fighter
You focus upon another to make them pay. Choose a target within range of a weapon you are wielding. Until the end of your next turn, you may make an attack at that target after it make any attacks or casts any spells. This will allow you to make more than one reaction in this round, but only for this feat. The action that triggers any of these attacks finishes before your attack starts, and you do not incur a multi-attack penalty for any of these attacks.
Archetype Archetype Great Sword Prerequisites Great Sword Dedication Requirements trained in great sword or another two handed sword
When you use the shield block feat using a great sword or another two handed sword, you gain a shield bonus to AC equal to 1/2 your Strength modifier, rounded down. This bonus stacks with any you get from other feats in this archetype.
I want my big guy to have a big sword and be safe with it.
Great Sword Dedication Feat 2
Archetype Dedication Archetype Great Sword Prerequisites trained in great sword or another two handed sword
You have learned that finesse does not always equal success as you focus on using a hunk of steel to keep yourself safe. You gain the shield block general feat.. If you are already trained in that feat, you gain a +1 shield bonus to AC while wielding a great sword with no shield. You can now take the raise a shield action using your sword to block incoming blows when not wielding a shield. Your AC does not increase, but the weapon functions just like a shield for using shield block feat.
Special You cannot select another dedication feat until you have gained two other feats from the Great Sword archetype.
its a revamp of what I want , so let’s build from here!
I want a big guy with a big sword to block the small swords!
Guarded 1 action Feat 1
Fighter Open Stance Requirements You are not wielding a shield and you are wielding a melee weapon.
If you time it right, a sword is a shield. You can now take the raise a shield action using your sword to block incoming blows. Your AC does not increase, but the weapon functions just like a shield for using shield block feat.
TL; DR-Good overall story, but small issues in the middle beats. 83%
Basics– Who is the skull? You find a talking skull…what the heck is up with that? Find out who the skull is and continue the mystery of the fey who want it!
Mechanics or Crunch– The math is all balanced for this adventure, but the progression of it is a bit skewed. This adventure is basically several skill tests, a potential fight, skill test/fight, plot, skill tests, then end fight. Players who are combat monsters will be a bit bored as the goal of most damage will not be a major time sink for the game. It is all balanced for the numbers and skills used, but the game is moving to much more explore, report, corporate and less destroy all things. 4/5
Theme or Fluff– The overall story of this adventure is great, but the beat by beat is a bit off. The basics are to learn about the skull. Characters are introduced in throw away lines and given full pictures, but I don’t honestly know who they are and how they fit into the flow. This leads to players asking questions that I honestly can’t answer. It’s nice to have, but it feels off. One example is a NPC who talked to the skull as a person, but that person is mentioned exactly four times. All four times are either in the paragraph saying he talked to her or his pictures. NO real description of who he is and why we care. The major pieces are fun and the second half of the adventure comes together well. The first half has good things that just don’t fit true. 3.5/5
Execution– PDF? Yep. Hyperlinked? Yep. Solid Art? Yep. Good layout? Yep! This is what I expect from a Paizo adventure. I complained that there are TOO many pictures. That’s a good problem to have. 5/5
Summary– I like the metaplot between the starter adventure, this adventure, and the last of the trilogy about this magic talking skull. The crunch is good, but not even. If you just want to beat things, this is not your adventure. If you want to explore a magic town, this is a blast. As a GM, some pieces don’t quite work. I want more background on some characters. Help me use the NPCs and their pictures to fill out the social bits of the adventure. It’s physically well done, and the big story is a blast. I just need more flow in the middle. 83%
ConsumableMagicalAbjuration Price 900 gp Usage wear as jewelry Activate envision; Trigger An action occurs that you specify;
This device is custom built to look like regular jewelry, but it also contains a matrix to hold a spell. Any spell caster can cast any spell of 4th level or lower into the device and specify the conditions that will result in the spell being cast and if they spell will affect the wearer or if it just centered on the wearer. Upon being dispelled, the jewelry falls apart and disintegrates into dust. This spell can prevent things like death if this spell would heal the target.
Contingency Jewelry Item 16
ConsumableMagicalAbjuration Price 2,000 gp Usage wear as jewelry Activate envision; Trigger An action occurs that you specify;
As contingency Jewelry minor, but the spell can be up to level 6th.
Contingency Jewelry, major Item 18
ConsumableMagicalAbjuration Price 5,000 gp Usage wear as jewelry Activate envision; Trigger An action occurs that you specify;
As contingency Jewelry minor, but the spell can be up to level 7th.
Contingency Jewelry, epic Item 20
ConsumableMagicalAbjuration Price 14,000 gp Usage wear as jewelry Activate envision; Trigger An action occurs that you specify;
As contingency Jewelry minor, but the spell can be up to level 8th.