More acrobatics, and times for the one for level 10!
Captivating Dance one-action reaction Feat 7
General Skill Prerequisites master in acrobatics
Only watch me dance! As an action, you may make an acrobatics check and choose a target within 30 feet. That target must be able to see you. If they see your action, they must make a Will save, DC equal to your acrobatics check. If they fail, they are fascinated till the end of your next turn.
More acrobatics, and times for the one for level 8!
Nimble Dance reaction Feat 7
General Skill Prerequisites master in acrobatics
Get out of the way! When you are attacked with a single target attack, as a reaction, you can attempt a acrobatics check. If you result beats the value of the attack, you dodge and are not hit with the attack..
Use your surrounding! When you perform the leap or high jump action, if you are adjacent to a a wall or vertical standing structure, you can double your jump distance, up to the height of the wall or surface or your movement distance, which ever is shorter.
You’ve studied so long, you can literally bring back the dead. For two actions action, once per day per target that died in the last year, you can restore a creature to life from death. The creature must have died via damage and your body is intact or have the dying 4 condition from damage and your body is reasonably intact. Damage where the body is ripped apart completely or has major parts removed like the head render the corpse not restorable via this feat. The creature removes the wounded condition and the dying condition, is restored to 10 hp or its maximum, whichever is lower, and is conscious.
Your hands are blessed. As an action, once per day per target, you can instantly end a condition that would be ended with a save, a check, or would be removed in under a minute due to the condition status being reduced to 0.
You’ve gotten better the more you do it. When you perform the treat wounds action, increase the amount of hit points restored by 10. If you attempt DC 40, increase the hit points restored by 15.
TL; DR-Another Solid Addition to the Core line. 97%
Basics– We’re all gonna die! Monster Core is the last of the three main books needed to play Pathfinder, providing the foes that the heroes will face in their journeys.
Mechanics or Crunch– Paizo knows their math. These monsters are the ones we know, mostly, and love. The Paizo staff designed good monsters and this just gives them the 2.5 glow up new coat of paint the system needed to get them fully ORC compliant. It’s well done. 5/5
Theme or Fluff– The story of the monsters takes a tiny bit of a dip. As we move from 3.5/SRD base to ORC/Paizo’s own world, we lose a few things. A major example is alignment. We have Demons, Daemon, and Devils. We have three different groups that are basically out to destroy everything but all just end up with the bad guy banner. There is a story, but it’s that part of the story supported by differences in alignment and motivations that really separate these different D-based bad guys (that and centuries of European occult history). The same goes with different dragon types. I want to reiterate that what’s here is good, but the theme of these different monsters does miss alignment. 4.5/5
Execution– Yeah, we all know this was gonna be a 5/5. It’s a Paizo book. It reads fast, well, and is pretty. Monsters get art for me to show players. I get a good layout and hyperlinks. Heck, there are even a few player things like a few rituals to sell your soul or talk to god! 5/5
Summary-This is a good book. My view might be tainted by the changes from 3.5 to ORC. I love the ORC, but we do lose some things along the way due to the legalese. Those are things you will have to bring with your own stories to the table now. This book will easily give you the foes to make those stories full of conflict and victory. 97 %
General Skill Prerequisites master in Medicine, ally taking a persistent effect that a flat check can end.
Medicine is all about being there to helping other when they need it. As an action, you can attempt the flat check to end an ally’s effect. You may do this only once per round per ally.