Turns out a reroll is equivalent to adding five to a roll. Sometimes let’s just exclude the randomness.
Take 5 Feat 1
General
Focus on the goal! When you use a hero point, you can elect to either reroll the die or add +5 to the dice value. If the new value would instead cause a critical either as a natural 20 result or the total result being 10 over the DC, treat it as if it was a critical . Dice values over 20 do not cause a critical result unless the total is 10 over the DC as normal.
Basics– YOU ARE NEEDED PATHFINDERS! This is an intro scenario for new pathfinders and players of all ages. From a mushroom man trying to sort letters to uncovering a simple mystery can you, a new agent, help the Society in a time of need?
Mechanics or Crunch– This is a simple adventure that gets players rolling dice fairly quickly, but has a slightly slow start. It’s not a super risk taking adventure like the 2-01 intro, but it does introduce many society elements and grander plots. After learning about different adventures around the world, the game is a series of battles. Good for intro fun with some basic elements. It’s not crazy-advanced crunch, but it’s solid fun for new players. 4.5/5
Theme or Fluff– Much like the crunch, the adventure doesn’t take risks, has a slow start, but is a decent intro to the world of Pathfinder society. Reading letters at the start is a bit slow, but it does introduce the wider world quickly. The fights are fun if a little standard for 1st level. This isn’t an adventure to push the envelope, but it also doesn’t aim to be. 4/5
Execution– Paizo knows adventures, but they are also the most pricey. I like this one. It has a solid layout, pictures, and design, but it’s also an adventure that will only take about three hours, even with an uninitiated adventuring party. It’s a bit expensive considering what other comparably priced adventures do. Not bad, but short. 4.5/5
Summary– The first adventure of a season is always a contentious adventure. Push the envelope too much and people get a bit lost as new players. Don’t do enough and you end up with just four smaller adventures showing off factions. This strikes a decent balance, but in doing so it doesn’t take risks in terms of scope or being adventurous. It’s also a Paizo product and they put out well done, if expensive adventures. It works well, though it is a bit simple. 86%
I have some casters who are far enough back to not need to move and happy casing one spell. Let’s give them a toy for when they are board with that last actions.
You summon and swing a weapon made of divine force. Make a melee spell attack roll against your target’s AC. On a success, you deal 1d6 force damage plus your spellcasting ability modifier. On a critical success, the target takes double damage.
Common Conjuration Cast 1 hour; Cost 10 gp; Secondary Casters 1 Primary Check Nature or Religion; Secondary Checks Diplomacy or Society Range 100 feet
You spend an hour working to bring the flavors and feelings of home to your allies for a meal. At the meal’s end, the ritual is completed and you and the secondary caster attempt your checks as normal. If the feast is interrupted at any point, the ritual is disrupted, but you still count as having eaten.
Critical Success The feast is feeds your soul. The magical food is affected by enhance victuals. Each guest also recovers 20 Hit Points and gains 10 temporary Hit Points for the next 12 hours. Guests also gain a +1 status bonus to saves against fear and poison effects for the next 12 hours. Success As critical success, except guests recover only 10 Hit Points, gain only 5 temporary Hit Points, and don’t gain the status bonus to saves. Failure Your food tastes bad and you feel sad your friends do not enjoy hour home cooking. Critical Failure The strangeness of your homelands food poisons your friends and they become sickened 1 and can’t reduce the condition for 12 hours.
Heightened (+1) Increase the Hit Points recovered by 5 and the temporary Hit Points by 1 (or twice each amount on a critical success).
Your good at what you do! Choose a 1st level spell. Once per day, you can cast this spell without preparing this spell at your maximum spell level using the normal amount of actions required for that spell.
The best get better! Choose a 2nd level spell. Once per day, you can cast this spell without preparing this spell at your maximum spell level using the normal amount of actions required for that spell.
Master Magic II Feat 16
Bard Cleric Druid Oracle Sorcerer Witch Wizard Metamagic Prerequisites Master Magic II Your the best! Choose a 3rd level spell. Once per day, you can cast this spell without preparing this spell at your maximum spell level using the normal amount of actions required for that spell.
Effect When the wielder says a creature or group of creatures they can see and should their name and “then get it in!” as an action, the Creature must make at DC 45 Will save. On a failure, the creature or group is sucked into the sack. The creature or group remains in the bag until the wielder lets them out. The wielder can talk to the creature in the bag. A creature that saves against the sack are immune to the effects for 24 hours.
My brother wanted to rush in to a room and slam HEAL into a bunch of undead. I think we need to help him.
Mobile Divinity 1, 2, or 3 Actions Feat 1
Cleric Flourish Open
You go where you god needs you. Stride and cast the heal or harm spell. You reduce the total number of actions needed for the spell by 1. You can use Mobile Divinity while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Thoughts? Too much for the one action version of heal/harm?