Shaped Charges are devices that are molded on to a grenade. As part of an action to draw a grenade, you can use a shaped charge as well. When you throw a grenade with a shaped charge, the grenade still targets a square, but it only damages targets in that one square. The grenade does not cause damage to any squares beyond the one hit by the grenade. When the grenade explodes, the shaped charge is destroyed as well.
Basics– INTO THE UNKNOWN! Settle a planet and fend off the wildlife AND the friends you brought along the way in this Kingmaker in Space adventure!
Mechanics or Crunch– This adventure focuses on building and exploring a location. The problem with this and most other RPGs of this kind is randomness. Each hex has a random chance to happen there unless something is scripted. This problem can lead to you having way too many encounters to the point the book even says reduce the experience the players get. That feels a bit cheap. Couple that with the fact that there are only eight random encounters means players can get bored quickly with the encounters. There are scripted events and locations that do make things more fun, but be aware! It’s fun, but it can get a bit same-y for the fights. Most of the fun comes from the social and that is done well, but if a party just makes all murder hobos which are excellent in the bush, they will get decimated in town as they will be out maneuvered at every turn by the people they came to lead! 4/5
Theme or Fluff– Just like in the crunch, the story can get same-y if you are not careful. Depending on how players handle the world, they can spend tons of time just running around in circles exploring the same hexes again and again if they are slow. The town encounters and managing all the NPCs is the bulk of the story in this one. There is some toward the end showing the world is more than it might have seemed, but most of the time there is just town and other local claims to deal with as the bulk of the story. It’s fun, but this is an intro game that will help power level the characters more than dig deep into the story. 4/5
Execution– PDF? Yep. Hyperlinked? Yep. Solid Art? Yep. Good layout? Honestly yes. Paizo does books and adventures well. Paizo was a publishing company before an RPG company, and honestly that experience shows in a clean book that is easy to read. 5/5
Summary-There is a reason players wanted Kingmaker in space. You build a location and make it shine! This book sets the foundation for that, but like all foundations it takes time to set up. This one is a bit slow and honestly needs an expanded random encounter table as eight separate things is just not enough. Give me 20 or give me more set encounters in each place, even if they don’t advance the story! That right there would lift this WAY up in the ranks as even my players had almost memorized what the D8 meant for the coming encounter! The story that is here is fun and my players quickly learned to love and HATE some NPCs. That makes me happy as a GM. It goes almost without saying that I love Paizo’s bookmanship, so top marks there. It’s a good adventure that just needs a bit more for the random to keep things a bit more entertaining. 87 %
You swing hard enough, and you can block even the best attacks.
Prerequisites: Proficiency with shields.
Benefit: You’ve trained how to use a sword to block. If you are wielding a melee weapon, you gain a +1 shield bonus to KAC and EAC against melee attacks.
Basics– LET’S GO TO THE… museum? The Starfinder society is partnering with many different groups to show off artifacts of the past. What wonders will be shown, what friends will be made, and who might want to mess with this display?
Mechanics or Crunch– Paizo has a solid adventure here, with a decent balance of talking and combat. The flow is mostly talking for the first half and then combat for the second. There are a lot of NPCs to sway, so combat might get a little bit left to the side as its really only two fights. That said, it’s done well. 4.5/5
Theme or Fluff– This is a one building adventure. You really only spend time in one museum for the entire adventure, schmoozing with different people learning about things that will happen later in the season’s adventures. That is pretty standard for the first adventure in a Starfinder Society season. My one issue is the adventure is pretty short. Most of the time I run this it’s less than three hours for a five hour session. The players have fun and the story is decent. Overall, its a good addition to the first adventures of each season. 4.5/5
Execution– PDF? Yep. Hyperlinked? Yep. Solid Art? Yep. Good layout? Yep! This is what I expect from a Paizo adventure. Things are not perfect, as they give good pictures for everything except for one enemy type, so you will need your own picture. It’s not bad by any means, but it’s one small thing. 4.5/5
Summary– This is a fun adventure. It’s short and a little unbalanced in story tempo if you are a combat monster, but overall it’s a good one. I had fun, and so did my players. It’s not perfect, but definitely one that I will be gladly running for multiple groups this year! 90%
This normal looking jewelry looks like any other basic store piece but it’s also built continuing a custom magic matrix that holds a single spell. As a swift action, you can cast the spell using any attacks, feats, and saves of the caster. The jewelry does not come with a spell in it but any spell may be cast into the jewelry. Once the spell is cast the jewelry degrades and falls apart
Trigger Spell Classes Mystic 1-6 School Divination Casting Time 1 standard action or varies Range touch Targets one living creature or item creature is holding Duration varies Saving Throw Will half (harmless); Spell Resistance yes (harmless) Description With the authority of all magic behind you, you proclaim to be cast in the future specifying a trigger. Choose a spell that is cast as this spell is cast and a trigger for the spell. If the other spell is longer than one action, the casting time of this spell changes to that spell’s plus one action. The other spell is cast or must be cast at the time of casting trigger spell. That other cast spell will be case whenever the trigger occurs. If that spell would occur and prevent an event from occurring like a mystic cure preventing a target from reaching zero hit points, that the creature never hit zero hit points. If cast on a weapon and that weapon strikes a target then any spell with a target of creature touched would count as touched. If a spell requires an attack roll or a save and the trigger was not striking a target, then the spell would use your current ranged attack roll or save DC values. You can only have one trigger spell active on you or your carried gear at a time. The duration of the spell depends on the level you it as. 1st: 1 hour 2nd: 1 day 3rd: 1 week 4th: 1 month 5th: 1 year 6th: until triggered