You know how to help people unwind. If you play this song while you and up to seven other people rest for a full 24 hours and you do not perform any strenuous action, cast any spells, nor perform any action that requires a skill check, you and your audience gain a +1 status bonus to all attacks and skill checks for 24 hours or until you gain the wounded condition.
Thoughts? What do people think about being bolstered on the first day of a journey?
General Skill Prerequisites trained in a chosen skill
You have learned how to focus under pressure by taking a breath. When you gain this feat, choose a skills you are trained in. When you make a skill check using the chosen skill that only requiring one action, you can instead take two actions instead. If you do, you gain a circumstance bonus to the check depending on your proficiency.
You have learned how to focus under pressure by taking a breath. When you gain this feat, choose a number of skills equal to your intelligence modifier. Perform skill check from one of the skill chosen that only requiring one action. You gain a bonus to the check depending on your proficiency.
You’ve learned to pull yourself using your enemy as your spring board. When you use the Hook and Swing feat, you can choose to jump equal to your move horizontally or move vertically equal to half your movement speed. If you do not end your turn out of the air, you fall as normal.
Basics– OVER THE WALL! Black Powder Rebellion – Firearms and Historical Campaigns is a third party book focusing on using historical settings and guns in Pathfinder 2nd Ed games. The book introduces guns from all across the history of firearms, history and settings information for players and GMs, and even character options to take any character and make it a gun toting hero.
Mechanics or Crunch– The goal of this book is to add guns and world history settings to Pathfinder, do so without magic being the major focus, and then give the players options to build characters in that world. And in that, it succeeds completely. There are LOTS of guns in this book with only one fake gun that I know of. That’s some dedication to realism across multiple time points in history. Character options are also solid crunch as archetypes are put to good use in this book allowing any class to pick up a gun and go to war. Solid crunch for any group that wants to add guns to their sessions as both a GM and a player. 5/5
Theme or Fluff– How much history do you know? I might not have majored in history in college, but I love to learn it. I also grew up teaching hunter safety in the US. There are gun things I learned from this book from across history that I have not heard yet! That is some solid dedication to the gun and world history. From old school single shot guns, to samurai with guns on horseback, to trench warfare, if you want some historical guns in your PF2 game and the story behind them, this is the accessory for you and your friends. 5/5
Execution– PDF? YEP! Hyperlinked? YES! This is a solid book that is well written, well laid out, and reads easily. It wasn’t a slog even though this is a history book. Heck, this book even hyperlinks out to other media to help you LEARN more. That’s good use of the medium! My complaints are, as always, pictures. A few more would make this read a bit easier to read in the text chunkier areas. Also, this book digs DEEP on some firearm types. I would like a few more pictures, so i know what the gun looks like. That said, for the price of less than seven bucks, this is a solid book and a good effort by the team. 4.75/5
Summary-Want some guns in PF2? Want to play historical games in PF2? This is the book you need. Solid options, solid themes, and solid equipment all make a solid book. I always want more pictures, but that is the ONLY complaint I have for this one. Another great book at a good price for this team. 98%
Doom Ancient Gods 2 is out. Got an idea in the first five minutes.
Hook and Swing Feat 2
Fighter Requirements You are wielding a melee weapon.
You hit an enemy and use the momentum to move yourself. Make a Strike with a melee weapon. If you hit, you may make an immediate stride that does not does not provoke reactions from your target. If the weapon has the disarm, shove, or trip trait, you can use the corresponding action instead of a Strike.
Had a game with rogue, ranger, and barbarian. Hp was flying every which way. It was fun but two to three hour rests for medicine killed the pacing. Let’s work on that.
Expert Medic Feat 1
General Healing Manipulate Skill Prerequisites trained in Medicine Requirements You’re holding or wearing healer’s tools.
You are a master at fixing wounds. When you treat disease increase the amount treated based on the DC you attempted in addition to the amount gained at higher DCs.
somatic, verbal Range touch; Targets 1 living creature Saving Throw Fortitude; Duration varies
You manipulate the small pieces of the creature that regulate it bones either making more or destroying the bones in a creature. When the creature is touched, the caster decides on a limb to grow a new bone in or a bond to destroy. The living creature must attempt a Fortitude save. Critical Success The living creature is unaffected. Success The living creature is unaffected or the level of clumsy is reduced by 1. Failure The creature becomes clumsy 1 or increases its value of clumsy by 1 and must make a save at the start of it’s next turn. Critical Failure The living creature becomes clumsy 2 or increases is value of clumsy by 2 and must make a save at the start of it’s next turn.
If a creature would become clumsy 4, the the spell is complete and the bone in the limb is destroyed or new bone grown. The creature completely loses use of that limb until the bone is destroyed or grown back. If an arm is lost, spell with somatic components can not be cast and weapons needing the arm can not be used. If the leg is lost, the creatures walking speed becomes zero if it has two legs or its loses a proportion of its speed if it has more than two legs.
Heightened (+1) The number of targets increases by 1.
Basics– Strange lights in the mist! The old lighthouse calls! The local crazy calls forth a group of adventurers to see what horrors her harrow cards have foretold! A dungeon crawl for characters level one to four.
Mechanics or Crunch– This is a straight up dungeon crawl. There is a dungeon lighthouse in a marsh. You are told to check it out. Overall, its slick quick rooms with lots of fights. There are some things I think are a bit rough like some things are listed with different names, so that made the experience a bit harder to dig through as a GM. However, the players have solid fights with fun things to discover. 4.5/5
Theme or Fluff– This is a dungeon crawl. There is a town and it gets a full write-up in both the player guide and the first adventure, but honestly, it’s background. The adventure literally just starts you at the foot of the dungeon. I would like a bit more lead up for my players. Otherwise, this megadungeon ends up like the random generated dungeons where I just mindlessly kill orks on my phone. The dungeon is nice and atmospheric, so the story beyond the start is built on show don’t tell. 4.5/5
Execution– PDF? YEP! Hyperlinked? Kind of. The writing is good, the layout is nice, and the flow is quick. The book has bookmarks in the PDF, but it doesn’t have clickable links in the parts. That would help as this is over 60 pages and hopping around is a pain. What I absolutely LOVE is the maps. There is a separate map file given with the PDF. That map lets you add and remove things like secret doors and the grid. That makes life SO much easier to run and align online or digitally. Paizo knows how to make a solid book. 4.75/5
Summary– Been looking forward to this one for a bit. Some hack and slash is fun, and having some Pathfinder hack and slash is a blast. Now, the one thing I think I would like different is a bit more story to the carnage. Some lead in as my players need to know why they are killing things. The crunch is good, but a few things are just slightly off enough to annoy the GM. Players won’t notice. The book itself is solid and something I loved to read. This adventure is a solid start to a good old fashioned kick in the door and kill the bad guy campaign. 92%
Player wants to keep some spell running. I like Repeate a spell, but I think it needs some beefing up.
Constant Casting Feat 1
Exploration General Move Concentrate You’ve mastered the art of magic on the move. When you use the exploration activity repeat a spell, you move at full speed and are not fatigued by casting the spell every turn. You must rest for 10 minutes of out of every hour. You can instead sustain a spell up to its full duration as you move at full speed instead.