Angelic protectors!
Divine Guardian Feat 2
Champion Splash
Frequency twice per day
God protects! You gain the shields of the spirit spell as a champion of your level twice per day.
Thoughts?
Angelic protectors!
Champion Splash
Frequency twice per day
God protects! You gain the shields of the spirit spell as a champion of your level twice per day.
Thoughts?
make it hurt…
Concentrate Manipulate Mental
Traditions arcane, Occult
Bloodlines aberrant, hag
Range 500 feet; Area 20-foot burst
Defense Will; Duration sustained, up to one minute
You aim pure psychic pain at an area. Any creature who fails a basic Will save in the area gains the painful 1 condition. This condition lasts for as long as you use an action to sustain it each turn. The target does not get another save or check to end the effect.
Thoughts?
You wouldn’t like me when I’m angry….
Barbarian Splash
Frequency twice per day
You’ve learned to channel your rage. Twice per day, you can use a barbarian’s rage ability as a barbarian of your level.
Thoughts?
This doesn’t really hurt…
Cantrip Concentrate Manipulate Mental
Traditions divine, occult
Bloodlines aberrant, hag
Range 60 feet; Targets 1 creature
Defense Will; Duration sustained, up to one minute
It’s not real. If the target fails a basic Will save, it gains the painful 1 condition. This condition lasts for as long as you use an action to sustain it. The target does not get another save or check to end the effect.h
this will hurt!
Rogue Splash
Frequency once per day
Snicker-snack! You’ve trained with those rapscallions, and it helped you. Once per day, when an enemy is off-guard, you can use a rogue’s sneak attack ability as a rogue of your level.
Thoughts?
Dodge this!
Cantrip Concentrate Force Uncommon
Traditions arcane, occult
Mystery battle
Trigger you are the subject of an attack
You use the power of your magic to block. When you are subject of an attack, attempt a spell attack. If your attack equals or exceeds the incoming attack value, you prevent the attack from happening.
Go make it hurt!
Animist Druid Manipulate Metamagic Oracle Sorcerer Summoner Witch Wizard
Frequency: twice per day
You add a bit extra to your summoning. When your next action is to cast a spell with the summon descriptor, the creature summoned causes the painful 1 condition when it causes damage to a target.
Thoughts?
How about a new idea-a splash of a clash.
Splash– A splash feat allows a character gain a small power from a class. If you take a splash feat, you can not gain any more feat with the associated class, nor can you take a splash feat if you are the associated class.
God Help me!
Cleric Splash
Frequency once per day
The gods grant you a modicum of power. Once per day you can cast heal or harm at the maximum spell rank of a cleric of your level. You choose to cast that spell using as many actions as you choose.
Thoughts?
This is gonna hurt!
Barbarian Champion Fighter Ranger
Your critical blow rip deep. When you score a critical hit, the target gains the painful 1 condition, or increases its painful condition by 1.
Product– Pathfinder Society Scenario #7-06: Brastlewark at War Part 1: The Gnome Defection
System- Pathfinder 2nd ed
Producer– Paizo
Price– $8.99 here https://store.paizo.com/pathfinder-society-scenario-7-06/
TL; DR-Go save gnomes! 95%
Basics– Let’s explore…. no wait, OFF TO SAVE THE GNOMES! This adventure takes place on the border of Cheliax, and your job is to enter, get the gnomes, and get out! Can you do it without opening up the mouth of hell itself?
Mechanics or Crunch– This adventure has some solid skill challenges, combat, and social, but there isn’t much exploration for an outdoor adventure. The skill challenges are fun and are a fun part of running in the woods. The social is another solid addition that helps the players learn about the world around them. Combat is good, but maybe a bit too easy. The nature navigation is pretty low key here. I’d almost like a map and a bit of a hex crawl for outdoor fun in this one. But, what’s here is a solid. 4.5/5
Theme or Fluff– The adventure moves the world forward in fun ways. The story of the war with Cheliax gets an interesting point of view as gnomes take center stage. Halflings and slavery are a common enough staple of Cheliax adventures, but I haven’t seen as much about the gnomes. If the players want to dig in, they can get some insights and have a fun time along side killing a bunch of hellknights and woodland monsters. Solid fun! 5/5
Execution– This adventure is a bit of a mix of the old adventure style and the new. There are pictures in the back of most of the monsters and pictures in the back giving their stats. Most of the time. Some monsters get the treatment of “see another book”. That’s annoying. Print it here and just be done with it. Don’t make GMs hunt down other things online. But the rest reads fast and is easy to understand. It’s good, but bring more into the book itself. 4.75/5
Summary– This is a fun, light adventure. You get to be good guys with no real moral quandaries aside from deciding what happens to something at the end. And even that’s not a major bad choice. Go save those gnomes, and have a blast doing it. 95 %