Daily Punch 11-3-14 Rend Muscle Fighting Style for DnD 5e

How about hurting your opponents so they can’t hurt you in a Fighting Style?

 

Rend Muscle

When you make an attack, you can cause your opponent to have to make a Constitution Saving Throw equal to 8+proficiency+strength or dexterity modifier (whatever you used for the attack).  If the target fails, they gain a -1 penalty to their attack rolls.  These penalties are cumulative, but may never be larger then your proficiency bonus.  As an example, at level two the maximum penalty you can inflict to attack for a target is a -2 as your proficiency bonus is a +2.

 

 

Thoughts?

Daily Punch 10-31-14 Expanded Knowledge feat for Pathfinder

How about one more feat in the Knowledge is Power feat chain?

 

 

Expanded Knowledge [Teamwork]

You’ve seen some stuff, and you know how to make sure your friends know what to do.

Prerequisite-Shared Knowledge, Knowledge is Power

Benefit-Instead of gaining an extra bonus for every 10 you exceed a knowledge check for the Shared Knowledge feat, you and your allies gain a bonus for every 5 your check exceed by.

 

 

Thoughts?

Daily Punch 10-30-14 Shared Knowledge feat for Pathfinder

I like the idea of knowledge skills really helping in combat.  How about a team work feat for that?

 

Shared Knowledge [Teamwork]

You know how to direct a fight and get your friends into the fray.

Prerequisite:  Knowledge is Power

Benefit: You can make the same check as the Knowledge is Power feat with the change that the benefits are for every 10 you beat the check by.  Every friendly creature in a 30 feet radius gain the benefits of your new Knowledge is Power feat.  Whatever benefit you choose, all creature gain those bonuses.

 

 

Thoughts?

Ring Side Report-RPG Review of Pathfinder Society Scenario #6–05: Slave Ships of Absalom

Product– Pathfinder Society Scenario #6–05: Slave Ships of Absalom

System– Pathfinder

Producer– Paizo

Price– ~$4 here http://paizo.com/products/btpy9985?Pathfinder-Society-Scenario-6-05-Slave-Ships-of-Absalom

TL; DR– Some problems hurt a good story that’s part of this year’s metaplot. 83%

 

Basics-Someone is selling tainted slaves in the Inner Sea!  A slave at a party had a spell cast upon her that allowed someone to eavesdrop on the guest.  Can you and the rest of the Pathfinder Society make some friends by discreetly finding out who is behind this?

 

Mechanics or Crunch– This is a reasonable short adventure as it’s designed for Pathfinder Society play.  However, some major missteps happen over the course of this story.  One is the players can fail a few rolls and be completely out of luck when it comes to the mystery.  In addition, like most PFS modules, there are some roleplaying and 2-to-3 fights.  However, one of these fights is pretty tough and can easily wipe most parties if the GM doesn’t pull a few punches.  This isn’t a bad module, but some of the Pathfinder mechanics work against the fun your players could have. 3/5

 

Theme or Fluff-Overall, I liked the story of this one.  There is a decent amount of roleplaying that can happen while still having the combat that some players crave.  However, some of the story seems off.  A character won’t help the players even after the players save that person’s life!  That kind of seems out of the realm of believability even with magic and elves about.  Also, this module is about slavery, so some players won’t like working for NPC’s who openly own slaves. 4.5/5

 

Execution– This is done by Paizo. They know how to layout a book.  It’s easy and quick to read.  The art is good, but as always I’d like a bit more.  What is here is well done. 5/5

 

Summary– This is a short, fun adventure that isn’t without its faults.  I enjoyed running this for my players, and they enjoyed playing this adventure.  It has the standard problems that can plague a Pathfinder game: combats based on CR alone and rolls killing investigation/roleplay.  Those are some problems that can really gum up this adventure’s gears.  Also, this is a module that deals with slavery.  If you’re players are not comfortable with that, then this will not be fun for them.  If you want a module set in Absalom where you have a decent mix of investigation and combat, this is a better than average module.  Also, if you want to get deeper into the Year of the Sky Key, then this an good start to the metaplot. 83%

Daily Punch 10-29-14 Knowledgeable Fighter archetype for Pathfinder

Ok,with the Knowledge is Power feat, I think my Knowledge-based fighter archetype is ready to roll.

 

Knowledgeable Fighter

You’ve studied in class, listened to the bards, or learned on your own, but in either case, you see the true power of knowledge and how you can hurt others with it.

 

Knowledgeable Fighter (EX)

Gain the Knowledge is Power feat (https://throatpunchgames.com/2014/11/01/daily-punch-10-28-14-knowledge-is-power-fighter-archetype-for-pathfinder/) at first level as your bonus feat.  You must take this as your bonus feat.  Also, all knowledge skills are now class skills for you.  Replaces Bonus 1st Level Feat

 

On the Job Training (EX)

Increase the number of skill ranks you gain each level by 1.  Chose an additional knowledge skill.  You are now trained in that skill.  This replaces Bravery.  Gain this ability again whenever you would have an increase in the bravery skill and cumulative.

 

Lessons Learned (EX)

Choose either Armor Training or Weapon Training.  When you would gain a this ability, gain a +1 to all knowledge skills you are trained in instead.  This replaces weapon training or armor training. Gain this ability again whenever you would have an increase in the ability you choose to replace.  This ability is cumulative.

 

Knowledge Mastery (EX)

When you would gain either the Weapon Mastery or Armor Mastery, based on the choice you made for your Lessons Learned class feature, you instead gain this feature.  When you would gain a bonus from your Knowledge is Power feat to either attack, defense, or saves, now gain a bonus to attack, defense, and saves equal to the total bonus before the bonus would split instead.  This replaces Weapon Mastery or Armor Mastery.

Daily Punch 10-28-14 Knowledge is Power Feat for Pathfinder

How about a fighter who looks over his opponents instead of just rushing in?  Here is the starter feat for the archetype.

 

Knowledge is Power

You’ve learned through experience or books what you need to do when.

Benefit: When you encounter a creature, you may make a knowledge check using the appropriate skill with DC equal to 10+creature CR.  If you succeed, you gain a +1 to either attack, saves, or defense against the creature.  These bonuses may be separated however you choose among attack, defense, and saves.  The bonus gains by this power increases by +1 for every 5 you succeed by.

Ring Side Report-Board Game Review of Belfort: the Expansion Expansion

Product– Belfort: the Expansion Expansion

Producer– Tasty Minstrel games

Price– ~$20 here http://www.amazon.com/Belfort-The-Expansion-Board-Game/dp/1938146832/ref=sr_1_sc_1?ie=UTF8&qid=1414638034&sr=8-1-spell&keywords=belford+expantion

Set-up/Play/Clean-up-2.5~3 hours (2 to 5 players)

TL; DR– Some great things, some ok things 93%

 

Basics- Belfort was one of my favorite games (reviewed here https://throatpunchgames.com/2013/12/10/ring-side-report-board-game-review-of-belfort/).  I loved to play it, but I wanted some new options to spice up a classic.  The Expansion expansion enhances the game by adding new building expansions (hence the expansions expansion) that add on to your current building as well as providing assistants who help you throughout the game.  The building expansions provide new ways to get points at the end of the game while the assistants provide new powers like preventing other players from building in an area to avoiding paying taxes all together.  Other than these additions, the game is played exactly the same.

 

Mechanics– This is a (semi)mixed bag.  I love the addition of the assistants.  They provide new powers that really shake up the game.  The assistants change each turn with the players with the fewest points choosing first and working up the point scale to choose each assistant.  You might get stuck behind the eight ball on who gets what assistant if you run away with points, but the assistants help prevent the runaway point problem happening through some elegant game design.  That I really liked.  However the building additions are a bit more cumbersome.  I like the expansions in theory.  But, you have to have the base building, and most of the costs to build are a bit too cost prohibitive.  It makes a player do more calculations to decide if building an expansion is worth it, but I feel most of these costs are a bit too much to make them worthwhile.  Also, building expansions are collected when a player doesn’t use an assistant’s power.  However, if you’re playing smart you won’t have a turn where your assistant isn’t hard at work. 4/5

 

Theme- The addition of the small elements in this set really does hammer home some themes missing from the first one.  All the assistants do things that their fantasy races would do.  It makes a ton of sense and does draw you in a bit more.  The building expansions also all make sense like an inn getting a pool.  The costs to build some of these items are a bit off (sacrifice a token to build some buildings).  But overall, this expansion has a ton more theme than the original game. 4.5/5

 

Instructions– These instructions are short and to the point.  Also, each part of the expansion gets a write up to help you understand the finer points of how the building and assistants works and how to build and use them.  I love when instructions answer the difficult questions that will come up during game play.  There is some humor in this book, but it’s all in good fun as well. 5/5

 

Execution– This is small box, but not an empty one.  The box comes with several cards for the expansions, cards for the assistants, and wooden blocks for some of the assistant’s powers. In fact, this expansion fits into the original box.  I’m not complaining.  For the cost, you’d be hard pressed to pick up other expansions out there that are done as well!  5/5

 

Summary-Overall, I like this expansion.  The best thing this expansion does is enhance the theme of the original game.  The game does feel more fantasy now with the addition of the assistants.  Before, the theme was there but a bit too dry.  What I don’t like is the building additions.  I don’t think you get enough bang for your buck for building them.  Maybe if you play smarter than I did, you will see some combinations I didn’t.  I had fun, but the random nature of the buildings you can build means the starting buildings in your hand and their additions will dictate how you must play the game.  That’s not horrible, but it can be a bit of a pain.  Nothings in bad here, and if you want some added life and strategy in your Belfort, this is a great expansion. 93%

Want to Game in Jackson, MI?

Here is a list of all the games I’m running for the next month.  Hope to see you at a few of them.

 

Upcoming Game Days at Nostalgia, Ink!

November 10th at 6PM Dungeon Crawl Classics RPG https://www.facebook.com/events/289215234620783/?context=create&previousaction=create&source=49&sid_create=2082536730

 

November 17th at 6:30 Mage Wars November Duel

https://www.facebook.com/events/1489993764606906/?context=create&previousaction=create&source=49&sid_create=3471724992

 

November 22nd is Dual the Pathfinder/DnD Encounters Day.  Pathfinder at 1PM

https://www.facebook.com/events/283105571886971/?context=create&previousaction=create&source=49&sid_create=2175093272

 

DnD Encounters at 6PM

https://www.facebook.com/events/567949346670672/?context=create&previousaction=create&source=49&sid_create=1607767652

 

Shadowrun Missions November 23rd at 1PM

https://www.facebook.com/events/1562145917349079/?context=create&previousaction=create&source=49&sid_create=1090991124

 

Want to go to some Cons?  CritCon is November 8th.  It’s primarily a Shadowrun con, but I will be running a few games there.  Contact me if you would like to ride with me to the con.

 

U-Con is November 14th-16th in Ann Arbor.  This con is a little bit of everything.  If you want a ride, contact me.

 

And as always, don’t forget DnD and board game every Thursdays starting at 5PM.

Daily Punch 10-27-14 BioReactor for Shadowrun 5e

Tired of always having to pay Horizon’s exorbitant fees when your buying back you own cells for your BioGel?  Well here is a way to get around that!

 

BioReactor

Cost Rating Quantity Produce
10,000Y  x BioReactor rating  BioGel rating x 2 BioReactor Rating x 10 units

 

Make your own BioGel!  Using this BioReactor, you produce the indicated quantity of BioGel in one day spending 1/5 of the cost of the BioGel you would normally spend.  To use the BioReactor, you must make a Biotech+Logic check with the DC equal to the rating of the BioGel being produced.  If you fail, the reagents used to make this batch of BioGel are lost.  This check is made at the end of a day producing BioGel.  The BioReactor produces the BioGel unassisted, so you you may do other things during a day when you produce BioGel.

 

 

Thoughts?