If you can stomach it, all food can provide nourishment….
Grave Feast
Type: action
Range: self
Duration: instantaneous
Save: none
General
You eat the dead and heal
Manifestation
roll 1d4: (1) You bite into bones and the dust rejoins your body (2) You rip off chunks of dead and push them into yoru body (3) You touch dead bodies and necrotic energy flows into you and heals your form (4) You reach out and a dead body disapears into black energy and you obsorb it.
General You throw your bones but they just wont go away!
Manifestation roll 1d4: (1) You grab one arm with the other and throw it like a boomerang (2) You rip off your jaw and throw it. (3) You throw a rib at an enemy (4) You bowl your skull at an enemy
1Failure, ability may not be used again that day
2-11Lost. Failure
12-13You throw a bone at a foe as a ranged attack. If it hits, it does 1d4 damage on the return.
14-17You throw a bone at up to two foe as a ranged attack. If it hits each target independently, it does 1d4 damage on the return.
18-19You throw a bone at up to two foe as a ranged attack. If it hits each target independently, it does 1d6 damage on the return.
20-23You throw a bone at up to three foes as a ranged attack. If it hits each target independently, it does 1d6 damage on the return.
24-27You throw a bone at up to three foes as a ranged attack. If it hits each target independently, it does 1d8 damage on the return.
28-29You throw a bone at up to four foes as a ranged attack. If it hits each target independently, it does 1d8 damage on the return.
30-31You throw a bone at up to four foes as a ranged attack. If it hits each target independently, it does 1d10 damage on the return.
32+The bones swirl around you in all directions dealing 6d10 damage to all foes within range.
Sometimes messing around the cargo bay with your gear yields better options.
Prerequisites: Engineering 5 ranks.
Benefit: choose a weapon or an armor. You can spend 1/5 the items cost and spend a day working on it. If you do, the item gains a +1 circumstances bonus to attack rolls, damage rolls, EAC, or KAC. You can perform this check multiple times on the same item, but you must choose a different thing to give a circumstance bonus too.
Basics– Let’s learn Pathfinder! This is the Pathfinder 2nd Ed Beginner Box. It’s got a double sided map and two level adventure. It’s got an introduction to character building, character sheets, AND pregens. It’s got dice. It’s full of standees and cardboard characters. It’s got it all!
Mechanics or Crunch– If you want the full Pathfinder experience, this is it. You get four pregens, rules on how to play, and even a multilevel dungeon. Now, the dungeon and the fights are nothing crazy complex, and you might even say they’re a bit easy, but as a new player, this will be fun. And as a new GM, this is a blast as well! You get the basics of Pathfinder 2nd Ed with real rules, so you don’t learn a system that doesn’t exist. You can also learn character building! This is a great intro on how to play. 5/5
Theme or Fluff– I don’t expect a ton of crazy things from beginner boxes, but I honestly got a solid intro to the world and a great adventure. You get a basic introduction to the world. It can’t be an epic tale of the world’s creation and current state, but you get a good, solid idea of the basics of the world’s story. You also get an interesting adventure where you can play and get a few sneak peeks into future adventures. It’s just a great way to invite both players and GMs to the world of Pathfinder. 5/5
Execution– I’ve gushed about this box so far, and this won’t be an exception. You get great dice, great books, great standees, EXTRA standees, solid pregens, and amazing books that help the players know how to play, and the GM run an an adventure on the fly. This is what I want as a player and a GM. 5/5
Summary– I’ve loved Pathfinder for a long time and played Pathfinder 2nd Ed since it came out. I also love Starfinder, but you can see there is more love for Pathfinder 2nd Ed from this box. Two levels of adventure, character generation guides for a few levels, dice, and standees make a great product. Also, that the rules in this box set are the same as the real game, makes me amazingingly happy. This is the kind of thing I will give to anyone who wants to learn Pathfinder. If you are on the fence, get this now! 100%
Concussion Grenade Hurt before the hurt. • Cost: 8 Karma • Game Effect: When you throw or shoot a grenade, you can target a creature instead making a thrown weapon attack or ranged weapon attack as normal against a Reaction + Intuition check. If you succeed, you deal damage equal to net hits plus your Strength score if you threw the grenade or attack ratting/2, rounded down and there is no grenade scatter. If you miss, you roll scatter as normal. In either case the grenade explodes after.
If it works in starfinder, it works in pathfinder!
Concussion Grenade Feat 1
General
Smash before the burn! When you make a ranged attack with an alchemical bomb, if you hit, it deals additional bludgeoning damage to the main target of the attack equal to your Strength modifier.
Benefit: When you throw a grenade, instead of targeting a square, you can aim for a target hitting its KAC. If you hit, you do bludgeoning damage equal to your Strength modifier and 1/2 the grenades level, rounded down. If you miss, you roll as if you missed with a thrown weapon. In either case, the grenade explodes after it lands.
roll 1d4: (1) Bones fly onto your body building you a stronger form (2) You rip off hunks of old bone and replace them with hunks of new (3) You attack bones to your body like hunks of scrap ona car(4) You eat the bones and your form builds bigger
1
Failure, ability may not be used againt that day
2-11
Lost. Failure
12-13
You break down and take a -1 pentalty to AC and all attacks
14-17
You build up your body gaining a +1 bonus to AC
18-19
You build up your body gaining a +1 bonus to AC and a +1 bonus to all attacks and Strength checks
20-23
You build up your body gaining a +2 bonus to AC and a +1 bonus to all attacks and Strength checks
24-27
You build up your body gaining a +2 bonus to AC and a +2 bonus to all attacks and Strength checks
28-29
You build up your body gaining a +3 bonus to AC and a +2 bonus to all attacks and Strength checks
30-31
You build up your body gaining a +3 bonus to AC and a +3 bonus to all attacks and Strength checks
32+
You build up your body gaining a +4 bonus to AC and a +4 bonus to all attacks and Strength checks
roll 1d4: (1) reach into the ground and pull a new undead servent form the ground (2) you thrust your hand up toward the sky and the undead crawl up to your service (3) You point at a dead body and it responds to your command (4) You stare at a body and it returns to unlive
1
Failure, ability may not be used againt that day
2-11
Lost. Failure
12-13
The caster summons one skeleton or zombie of up to 1 HD. The skeleton take half damage from piercing and slashing weapons or zombies take half damage form bludgeoning damage. Either remain for 1 hour.
14-17
The caster summons one skeleton or zombie of up to 2 HD, or two 1 HD skeletons or zombies. The skeleton take half damage from piercing and slashing weapons or zombies take half damage form bludgeoning damage. Either remain for 1 hour.
18-19
The caster summons one skeleton or zombie of up to 3 HD, or three 1 HD skeletons or zombies. The skeleton take half damage from piercing and slashing weapons or zombies take half damage form bludgeoning damage. Either remain for 1 hour.
20-23
The caster summons one skeleton or zombie of up to 4 HD, four 1 HD skeletons or zombies, or some combination of HD equal to four. The skeleton take half damage from piercing and slashing weapons or zombies take half damage form bludgeoning damage. Either remain for 1 hour.
24-27
The caster summons one skeleton or zombie of up to 5 HD, Five 1 HD skeletons or zombies, or some combination of HD equal to five. The skeleton take half damage from piercing and slashing weapons or zombies take half damage form bludgeoning damage. Either remain for 1 hour.
28-29
The caster summons one skeleton or zombie of up to 6 HD, six 1 HD skeletons or zombies, or some combination of HD equal to six. The skeleton take half damage from piercing and slashing weapons or zombies take half damage form bludgeoning damage. Either remain for eight hour.
30-31
The caster summons one skeleton or zombie of up to 7 HD, seven 1 HD skeletons or zombies, or some combination of HD equal to seven. The skeleton take half damage from piercing and slashing weapons or zombies take half damage form bludgeoning damage. Either remain for 1 day
32+
The caster summons a horde of skeletons or zombies. The total hit dice must be 40 HD or less. The skeleton horde half damage from piercing and slashing weapons, zombies take half damage from bludgeoning weapons, and both remains for up to a week.