Evocation Force Traditions arcane, occult Bloodline imperial Deity Nethys Cast
somatic, verbal Range touch; Targets 1 creature or target
You focus your energy into your fist and unleash the full furry of your power into the target. Make a spell attack roll. You deal 1d6 + your spellcasting ability modifier force damage to the target.
Critical Success The target takes double damage and is pushed 10 feet.
A creature you touch is protected from death. When the creature could be reduced to zero hit points, the target is not completely destroyed, and the source of that damage finishes, that target regains 1d4 hit points.
Instantaneous duration damaging spells cause this spell to instantly occur once the damage completes and prevents the target from gaining the wounded condition, but spells that do continuous damage like ice storm or environmental conditions or effects like crushing rocks will cause this spell to only heal the target once the effect is removed if removed before the end of the spell but the target still gains the wounded condition but regains the hit points. Once the spell is triggered, the spell ends.
Heightened (+1) The number of targets increases by 1.
I always hated magic thrown weapons. Unless you have a returning weapon, its gonna be rough. Let’s help with this
Throwing Gloves Item 8+
Evocation Magical Usage worn gloves; Bulk L
These leather gloves show signs of ware and tare, but never break. When you throw weapon or item that does not have a rune, the weapon gains the striking and potency properties based on the level of the gloves.
Throwing Gloves Item 8
Price 500 gp Bulk L
The throw weapon or item gains the striking and +1 weapon potency properties.
Throwing Gloves (Greater) Item 13
Price 3000 gp Bulk L The throw weapon or item gains the striking (greater) and +2 weapon potency properties.
Throwing Gloves (Major) Item 20
Price 70000 gp The throw weapon or item gains the striking (major) and +3 weapon potency properties.
Let’s help those pathfinder fighters hop into fights quick when you try to attack them!
Situational Awareness Feat 18
Fighter Trigger An enemy you are aware of within the distance of one stride targets you with a ranged attack. You keep tabs on the world around you and react before your enemies get the best of you. Stride up to the triggering enemy and make a melee Strike against that enemy.
somatic, verbal, material Range 200 feet; Targets 1 creature
Make a spell attack. If you hit, the target is afflicted elfshot, which eats away at the targets body. The arrow leaves no hole on the body, but if the body is cut open an arrow hole can clearly be seen in the organs and heart. Unless the caster is seen casting this spell, the target is unaware that they have been afflicted with this spell. The target does not make a Fortitude save when hit. Instead, each night at moonrise, the target must make a Fortitude save.
Elfshot (disease); Level 11. Saving Throw DC 24 Fortitude; Onset 1 day; The target can’t recover from the drained or dying condition from elfshot until the disease is cured. Unlike with regular dying, you are not unconscious when you have the dying condition from this disease until you reach dying 4 where you die. The only way to completely cure the disease completely is with a treat disease action using the plants feverfew, red nettles and waybread as components in the treatment as even a critical save will not completely remove the disease. .
Been reading about religion again, so time for some crazy stuff!
Emerald Tablet Feat 20
Alchemist
You have found the lost tablet of the Thrice Blessed Alchemist learning the true secret-there is no difference between God, Magic, Man, and Molecules. You gain the ability to copy spells up to fifth level of any tradition into your formula book. You can cast these spells using a use of your infused reagents. You have to copy down those spells are normal, and the spells take the normal actions to cast. Your total level counts as the level for casting any spells.
Basics– Pathfinder! The Society calls! A new lodge is being built and new agents are needed to help with getting the area settled. You won’t be wielding a hammer. The land needs to be purified and the locals may help or hurt if you make enough friends. An intro adventure for levels 3 to 6.
Mechanics or Crunch-I love the crunch here. There are a ton of fights, but none drag on. Also, there are multiple things like social encounters, exploration, and some solid fights as well. Heck there is even a hard boss fight, but like all good RPGs, if you play smart and make friends, life is easier. This feels like a great introduction to the system and world, even better than 2-01. 5/5
Theme or Fluff– Story, combat, exploration, and social-all parts of a solid whole that make a fun adventure. When I run this I have a blast and so do my players. Nothing drags; there is always time left but you leave feeling full. More adventures like this are needed to pull new pathfinders into the fold. 5/5
Execution– PDF? Yes. Hyperlinked? Yes. Good layout, handout, and all the other basics make this a solid adventure. The only thing I don’t like are the maps that are marked up so I have to buy the other map somewhere else. That always feels cash grabby, but that is the only bad thing here. 4.75/5
Summary-I love this adventure. You get new locations, new characters, and solid fights that make a fun adventure. It’s balanced well with a fun boss fight and great execution that makes running this a blast. Would like clean maps, but that is my only problem. If you want some intro to Pathfinder, you won’t go wrong with this one. 98%
I want to splash lots of damage around in Pathfinder.
Splash Critical Feat 4
General When you hit your target, every around feels it! When you critically hit a target and the weapon does splash damage and effects, treat the splash damage and effects as if it was a critical hit for modifying damages and effects, typically doubling the damage. Other feats, abilities, and items that modify critical hits and effects are applied to splash damage and effects as well
Construct Required Number of Abilities 4 Granted Abilities flier, skilled (stealth), Precognition
This small paper doll flies around like it is controlled by the wind. This small spirit helps those it chooses to, but can lead others to their doom..
Constructed
Source Pathfinder Society Guide pg. 123 Your shikigamis immune to bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, and unconscious. It can recover Hit Points only via the Repair action and other methods that fix items, not from any form of Hit Point healing. It’s destroyed at 0 HP.
Flammable
Source Pathfinder Society Guide pg. 123 Your shikigamis paper body make it particularly vulnerable to fire. It gains weakness to fire equal to your level. You can spend an additional familiar ability, either permanently or on a per-day basis, to reinforce the poppet’s construction, removing this weakness.