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 2-1-24 Ostioblast skeleton power for DCC RPG

Make better friends!

Ostioblast
Type: actionRange: touchDuration: instantaneousSave: none
GeneralBuild better friends! When you use this ability, increase the targets ability for 1 day. Afterwords, the targets abilities return to normal. If you use this ability on the target by a second time on the same target, they gain a random perminent defect as per the MCC core book.
Manifestationroll 1d4: (1) you touch them and where you lay your ands their body expands (2)As you touch them, their whole fomr expands (3)With a gental touch, the body of your friend becomes more agile (4) A slap from your hand causes the body of your friend to enlarge
1failure and you cant not use for the rest of the day.
2-11failure
12-13Reduce the targets stamina by 1.
14-17Increase the targets stamina by 1
18-19Increase the targets agility and stamina by 1
20-23Increase the targets agility and stamina by 1d2 each
24-27Increase the targets agility and stamina by 1d3 each
28-29Increase the targets agility and stamina by 2d2 each
30-31Increase the targets agility and stamina by 3d2 each
32+Increase the targets agility and stamina by 3d3 each

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 1-30-24 Ostioclast skeleton power for DCC RPG

Skeleton powers!

Ostioclast
Type: actionRange: touchDuration: instantaneousSave: fort save vs check DC
GeneralIf they hate you simply disolve them!
Manifestationroll 1d4: (1) you touch them and where you lay your ands their body colapses in (2)As you touch them, their whole fomr shrinks (3)With a small blow, the body crumples and crunches in (4) A slap from your hand causes the wasting of the body in your target
1failure and you cant not use for the rest of the day.
2-11failure
12-13Reduce the targets stamina by 1.
14-17Reduce the targets agility and stamina by 1
18-19Reduce the targets agility and stamina by 1d2 each
20-23Reduce the targets agility and stamina by 2d2 each
24-27Reduce the targets agility and stamina by 3d3 each
28-29Reduce the targets agility and stamina by 4d3 each
30-31Reduce the targets agility and stamina by 4d4 each
32+You completely disolve the bones of the target. their agility and stamina are reduced to 1.

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?

Ring Side Report- RPG review of Legends of Uganda #1

Product– Legends of Uganda #1

System- DCC RPG

Producer– Sanctum Media

Price– $ 3.00 here https://goodman-games.com/store/product/legends-of-uganda-1-pdf/  

TL; DR-Solid new information from a new place in DCC.  98%

Basics– Let’s go somewhere I never expected DCC RPG to go!  Legends of Uganda does exactly what it says: it’s legends and lore from Uganda, providing monsters, mighty deeds, a new class, and weapons for the table to experience.

Mechanics or Crunch– This is a collection of new items for the table and honestly they feel like they fit.  All the new toys for both players and GMs all fit into the existing power scale of DCC RPG.  It’s fresh and new ideas that mesh well.  5/5

Theme or Fluff– What’s here is new and it’s interesting.  Uganda is quite literally a world away from me. I have experience with Celtic folklore, Asian folklore, North and South American folklore, but I know a lot less about subSaharan African folklore.  This book brings in a number of fun new ideas that you can bring to bear at the table.  It would be very easy to do this disrespectfully, but this book treats the material and people with respect.  5/5

Execution-. This book is very well put together, but it has a few small issues.  The book reads well and has good art, but some things are missing.  There are four weapons, but they are in two different parts of the book.  There are multiple monsters, but they are scattered apart.  This isn’t a problem, but you can tell this was originally made from three different smaller PDFs put together.  The joining of three books without reorganization wouldn’t be a major issue if the book had bookmarks or hyperlinks to jump to sections.  This is a 3 dollar PDF that amazingly has over 30 pages.  Honestly, I’m impressed by how much is crammed in here!  Also, this has a completely new class, but no new spells.  I would expect a few new spells in this book.  Maybe in the sequel.   4.75/5

Summary– This book is new and fun!  I love learning about new stuff from new places.  There is nothing wrong with my 30+ Celtic adventures, but this book aims to show me something new and does it well.  New toys for both the GM and the player are balanced well.  The tone is respectful while keeping the material engaging.  My only issues are some organization and the lack of spells.  Show me some new magic from where you’re from and give me some hyperlinks, and I’d be thrilled.  But then again, I want to stress this is a 30+ page book, so it’s good value for money.  I’m looking forward to the next one in this series.  98%