Daily Punch 10-13-14 Replicator for Pathfinder

Numeria is in full swing, but I was kind of surprised that the artifacts list missed the most obvious item from Star Trek



Replicator                  Technological Artifact

Slot   none                      weight varies

Capacity   varies         Usage  See Text


A replicator is a box of various sizes ranging from a small foot, by foot, by foot desk model to a horse sized models.  This device will create any object that the user can describe to the device with a knowledge(engineering) check equal to the craft check of the object.  The device can only create one object per day and must be provided with enough raw materials (skymetal, gold, rocks, biological material) to create the object with the value equal to the cost of the item.  The entire process takes less the one minute but must be uninterrupted, or the object is destroyed and the components lost.  The number of charges varies based on the size of the object created.


Size Charges
1ftx1ftx1ft 25
4ftx4ftx4ft 125
10ftx10ftx10ft 625



Ring Side Report- RPG Review of Pathfinder Campaign Setting-Technology Guide  

Product-Pathfinder Campaign Setting: Technology Guide

Producer– Paizo

Price– ~$20 here http://www.amazon.com/Pathfinder-Campaign-Setting-Technology-Guide/dp/1601256728/ref=sr_1_1?ie=UTF8&qid=1411311976&sr=8-1&keywords=technology+guide


TL; DR– Problems with focus, but great item selection. 90%


Basics– Welcome to the world of tomorrow!  The Technology guide is the extra setting book that GMs of the Iron Gods will need to handle all the new technology items and some rules presented in that adventure path.  This book introduces a number of new archetypes, feats, spells, rules, and skill uses for the base classes as well as a prestige class.  Then, the book moves onto introducing several technological items, weapons, armor, drugs, and generators.  Finally the book adds new hazards, rules, and artifacts for the Iron Gods campaign and Numeria as a whole.


Mechanics or Crunch-This book is a combination of the Ultimate Equipment book and the People of the River.  The book adds an insane amount of items all with new rules how to handle them.  The rules make sense within the Pathfinder system and help distinguish technology from magic.  The character options are all well done and provide some awesome Numeria flavor for any technology based campaign you could be running.  5/5


Theme or Fluff– This book does have a decent amount of story.  Each item gets a short description in addition to its rules and a picture.  The pictures might not be amazingly large, but there are pictures you can show to your players and help them envision the world of Numeria.  The book even goes so far in depth to describe the different types of metals found in Numeria and what they look like.  It’s not a perfect theme book, as the primary focus of the book is to provide rules and items, not to provide story.  But, what is here does have some decent story to it. 4.5/5


Execution– I love how Paizo puts their books together.  Even though this is an item book, the pictures and layout really breaks up the text and makes this much less of a drag to read.  The problem I have is that this book is a Pathfinders setting book.  The setting books are not designed to be given to the players.  However, a 1/3 of this book is player options.  This book is kind of indicative of the problems I’ve seen with the Iron Gods roll out of as a whole. To do the Iron Gods AP justice, several new character options, items, and rules all have to be introduced.  However, all the Numeria character options are spread out across at least four books, and the rules are also spread out across some of these four books, but different rules are also in other books.  This is particularly a problem with this book as players are not supposed to look at this book.  But, as a GM you almost have to give it out, so base class characters can have additional class options.  It’s not world ending problem, but the lack of focus is apparent. 4/5


Summary– Honestly, if you are going to GM the Iron Gods AP, you’ve most likely bought this book already.  If you have no plans to ever put technology in your Pathfinder game, then this book has literally nothing to offer you.  It’s a good book for what it is (character options and items), but it has some problems with focus. 90%

Ring Side Report- RPG review of Numeria, Land of the Fallen Stars

Product-Pathfinder Campaign Setting- Numeria, Land of the Fallen Stars

Producer– Paizo

Price– ~$20 here http://paizo.com/products/btpy978l?Pathfinder-Campaign-Setting-Numeria-Land-of-Fallen-Stars

System– Pathfinder

TL;DR-Swords and Circuits! 95%


Basics– Time for some Sword and Circuits!  Numeria, Land of the Fallen Stars tells the story of Numeria in Pathfinder’s default setting.  Numeria is a land defined by barbarians and a star ship that crashed into Golarion millennia ago.  The book is roughly divided into a section describing the basic geography and story of each place.  Then the next section discusses the different groups in the region.  The final section of the book is the monsters that live in the region.


Mechanics or Crunch-This book isn’t crunch heavy, but it doesn’t have to be, as the book is part of a twin set discussing Numeria.  Therefore, I can forgive the book being somewhat crunch-lite.  This book focuses on the story of the region more than the execution of the region.  Even with that said, this book goes into good mechanical depth by discussing diseases, different damage types like radiation, and an item from the wastes called Numerian Fluids.  These fluids are the cast-offs of starships and robots, and have side effects ranging from instant death to gaining a level.  The book also adds a small bestiary as well as random encounter tables for each area in the region.  However, I didn’t see how often I should roll a random encounter.  I like what I see here, but I also know that most of the mechanics will come in the companion book that will come out later. 4.5/5


Story or Fluff-This book is FULL of stories to start a Numeria campaign.  This regions presents some novel stories (pun intended) for the Golarion setting.  I love the Sword and Circuits idea, and this book will provide you with all the standard fantasy fare of rampaging barbarians to the standard sci-fi tropes of a HoloDeck on the fritz.  Beyond this are crazy sadist cultists, paladins hiding crazy technology, and an underground railroad for robots. This book and the setting have all the stories I wanted from fantasy/sci-fi as well as enough new to make me ready to start playing! 5/5


Execution-This book is pretty well done.  The story and mechanics make this one a page-turner even though it’s over 60 pages of fantasy encyclopedia.  The layout, text, and pictures are great and draw the reader through the story.  I do think Paizo is running into a bit of a problem with the number of rules books they are putting out.  If you are reading this and want to run this as a physical product, you’re going to need LOTS of other books to run a game in this part of the world.  Paizo has an impressive pace for books, but this is leading to more books which will need OTHER rulebooks to use them at all.  It is a small problem, but an increasingly prevalent one. 4.75/5


Summary-I loved reading this product.  I was looking forward to running the Iron Gods adventure path before, but this book psyched me up even more.  I love the fusion of sci-fi and fantasy.  Some have complained that the two won’t work well together, but based on what I’ve read, these two will fit together just fine.  There are some problems though–the major one is the number of books that Paizo products are beginning to require you to have in order to play the new book.  This goes so far as this book will require a SECOND campaign book to incorporate all the technology needed for this part of the world.  But, based on this book, I’m buying that book as soon as it comes out!-95%




Daily Punch 7-18-14 Discerning Drinker feat for Pathfinder

Next week I’m posting my review of the Numeria setting book for Pathfinder.  Here’s a feat I know my players want NOW!



Discerning Drinker

You’ve studied the strange fluids of Numeria, and you know which ones are good and which ones will kill you!

Benefit: Make a knowledge(arcana) roll before you drink a Numeria fluid.  If you make a DC 20 check, you may know the effects of a fluid before you drink it.  If you make a DC 25 check, you may roll twice on the Numeria Fluid check and chose the result.