Construct Required Number of Abilities 4 Granted Abilities flier, skilled (stealth), Precognition
This small paper doll flies around like it is controlled by the wind. This small spirit helps those it chooses to, but can lead others to their doom..
Constructed
Source Pathfinder Society Guide pg. 123 Your shikigamis immune to bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, and unconscious. It can recover Hit Points only via the Repair action and other methods that fix items, not from any form of Hit Point healing. It’s destroyed at 0 HP.
Flammable
Source Pathfinder Society Guide pg. 123 Your shikigamis paper body make it particularly vulnerable to fire. It gains weakness to fire equal to your level. You can spend an additional familiar ability, either permanently or on a per-day basis, to reinforce the poppet’s construction, removing this weakness.
Building my paper doll familiars and here is a power they need! This is a master ability you can gain for a familiar.
Precognition: Your familiar helps by giving you hints of the future. Choose a saving throw. Whenever you attempt that save, if your familiar is nearby, it gives you a small mental image of the future. This grants you a +1 circumstance bonus, or +2 if you’re a master in the save.
Blessing. Shikigami that have a master warn them of danger. Once per day, a shikigami can grant a +1 bonus to an check or save before the roll.
ACTIONS
Paper Cut. Melee Weapon Attack: +5 to hit, reach 0 ft., one target. Hit: 1 slashing damage.
ABOUT
This paper doll is roughly in the shape of a person with its arms wide. It flutters through the air looking like it is carried by currents, but it actually moves under its own volition.
How about another item to help you learn really fast at a cost?
Lexicon of Learning
Wondrous item, rare
This small folio printed on silvery parchment with near indisipheral text. You must have training in survival, religion, history, arcana, medicine, or nature. If you spend an hour reading the text, a portion will start being something you can understand but that will fade and another section will be compressible. If you spend that time, you choose one of the listed skills you have, lose proficiency in that skill, and gain proficiency in a different skill from the list. This last until you spend another hour using this book again.
I like the Swing feat in Pathfinder 2nd ed. Let’s build in DnD 5e.
Swing Through
When you are engaged with two or more opponents, when you make a melee attack, you can make a second attack as part of the same action against a different opponent than the first. The second attack is made at disadvantage. When you gain additional attacks, you can make additional attacks from this fighting style for each attack you gain but the attacks form this style all occur at disadvantage.
Been playing Dragon Quest and I have a guy who uses a greatsword and hits groups. Let’s build on this in Pathfinder 2nd Ed.
Improved Swipe Feat 10
FighterBarbarian Prerequisites Swipe You’ve gotten better at swinging in wide arcs. Swipe now only counts as one attack for your multiple attack penalty.
TL; DR– Appendix N shoot first ask questions never? 97%
Basics– Time to kill the unkillable! Doom of the Savage Kings starts out deep in the action as the players come upon a local lord tying a young woman to a pole to be eaten by a beast to sate its bloodlust. What happens next is completely up to the “heroes”! Save the girl? Serve the Lord? Either way there is an unkillable beast that needs slaying if the sacrifices are to stop.
Mechanics or Crunch-This is an early one for DCC RPG, and it shows a bit. The mechanics are fine, but sometimes the Judge may have to tone down the challenge for the players to survive. Especially mine, as my players never met a situation where certain death deterred them in the slightest! It works well for higher player counts, but lower ones will need a bit of adjusting. Doom of the Savage Kings mechanically is an early very deadly, very fun adventure. 4.5/5
Theme or Fluff– This adventure is PURE Appendix N. Village sacrificing people to save the rest like “The Lottery” and an ancient tomb where weapons will slay not-Grendel? FANTASTIC! This adventure is gonzo fantasy that makes DCC DCC. 5/5
Execution– PDF? Yes. Hyperlinked? Yes, basically. This has what I need to run this adventure. Maps, quick rundown, and detailed enough encounters. It reads fast as my initial read through was five minutes before the game and my players had a blast completely abandoning the adventure’s basic path within five minutes. If you like the basic layout of DCC, then you will like this layout. Like always, Goodman Games DCC modules read like the old modules you used to get with some art in the middle, maps at the end, and a summary at the start. Since I’m living an era of gaming I wasn’t part when it came round the first time, it’s a blast to be part of it this time as the editing has massively improved the experience! 5/5
Summary– Doom of the Savage Kings is classic DCC RPG. It’s a bit harder than it needs to be so maybe some love from a Judge will save the PCs from their bad rolls if not their stupidity. The book itself is well laid out, and the plot is top notch. Players will have a blast saving a town, delving into old crypts, and killing the monster stalking the helpless in the fog. If you need your Boewulf fix but want to do it with some crazy DCCRPG rules, this is hands down a fantastic adventure to get into. 97%
Been thinking about an item to give your friends some help at a cost.
Rod of Exchange and Sacrifice
Wondrous item, rare
This obsidian rod has a series of arrows that point to both sides carved into it. Two characters can hold the rod and choose to either trade up to two different ability score points or one character can give up to two ability score points to a different character as an action. The trade must be voluntary, but outside factors can influence the characters. Two characters can only trade or give two ability points once or they can choose to trade the points back and rest the trade allowing for a different trade to take place.
Here is a quick one for the wizard with their nose in a book.
Book Smart
Books are far more dangerous when you know how to use them. Gain the following benefits:
Gain a +1 bonus to Intelligence(arcana), Intelligence(religion), and Intelligence(nature) checks .
If you succeed on an Intelligence check (DC 8 +1/2 creature CR) check against a creature as a bonus action, you gain a +1 bonus to attacks and increase the DC of saves for that creature by 1 from your spell and effects.