You ask and your god provides a rapid escape for a target. The target is teleported to the realm of your god for exactly 1 round, returning at the start of your next turn. They are unharmed and return to the exact spot they left or the nearest unoccupied square. they lose their turn, but can not be harmed by any effects that occur within that turn including any persistent effects or damage. They do roll the normal check to see if a persistent effect ends and any other conditions reduce as normal except the target is unharmed by them.
You quickly grow foliage around your friend to hid them. Each target of the spell gains the concealed condition for the duration of the spell or until hit with a spell with the fire descriptor.
Concentrate Mental Traditions occult Range 30 foot radius around you; Defense Will Save; Duration 1 round or sustained up to 1 minute
You scan all creatures around you. Each target that bares you ill will must make a will save. You see if a target is friendly, helpful, indifferent, unfriendly, or hostile. In addition, you see if the target is under the effect of a mental spell influencing their actions.
You just listen really well! When take the follow the expert exploration action, you gain double the circumstance bonus you normally receive based on your ally’s proficiency.
Can’t turn them, so let’s make them just stop being alive!
Remove Animus two-actions Spell 5
Concentrate Incapacitation Manipulate Traditions arcane, divine, occult Range 30 feet; Target 1 undead creature Defense Will
You rip the moving force from an undead and cause it to fall into pieces on the floor. The target must attempt a Will save. You can spend an extra action while Casting this Spell and add a cost to the spell to give the creature a –2 circumstance penalty to its save. The cost must be a specially gathered object that is anathema to the creature such as a phylactery to a lich or dirt from the grave of a vampire. Critical Success The target resists being banished and you are stunned 1.
Basics– AIM FOR THE HEAD! Head Shot the Rot is a one-shot drop-in game for four PCs set in Alkenstar. It’s a glorious “Kill the bad guys, save everyone!” kind of adventure.
Mechanics or Crunch– This is Night of the Living Dead in Pathfinder. You have some zombies and you have some people. You get some skill checks, some combat, and some social. That’s all the pieces of the game I want. And I’m happy! It’s solid mechanics with 3rd level PCs and some monsters that can tear them up if they screw up, but enough firepower to make sure that doesn’t happen. Finely balanced as all things should be. 5/5
Theme or Fluff– You start in a bar with your buds, bad happens, and you kill it. Save the people, get the money. That’s the story and there is enough in the adventure and maps to build that into a fun place to play and explore even if you don’t go far. The PCs and I had a blast with this one. 5/5
Execution– It’s Paizo. They know how to lay out a book, make nice art, make it easy to read, and get me the information I need in a hurry. It’s 10 bucks, which is a bit pricey, but it filled four hours. This beats the movie test of if I went to the movies with the same friends, would we spend more. So, I don’t feel ripped off here. It comes with art, maps, and PCs – all the toys I need to literally just drop in Roll20 and play. 5/5
Summary– Some days you crave Game of Thrones level intrigue, and others you just want a bunch of zombies, a gun, and a goal. This is the latter. I loved everything here. It’s a fun one shot where all the players get what they want out of this, while I had fun and did not need hours of prep before. Hey Paizo! Make more of these, and then connect them to each of the adventure paths. I’d buy them! 100%
You whisper secrets and guidance into a targets ear. The target makes a will save Success The target is unaffected and aware of the spell. Failure You dictate the targets next action. this is one action that can include attacks, spells, or any other abilities or actions that are only one action. the target is not aware of the spell. Critical Failure You dictate the targets next turn. Tis is three action that can include attacks, spells, or any other abilities or actions that can be completed in three actions. The target is not aware of the spell.
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.