Daily Punch 12-18-18 Lord Giveth, Lord Taketh spell for Pathfinder

How about a few spells for Pathfinder?

 

Lord Giveth, lord Taketh, light School necromancyLevel antipaladin 1, cleric/oracle 1, inquisitor 1, shaman 1, witch 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Target two creature touched
Duration instantaneous
Saving Throw Will half; Spell Resistance yes

DESCRIPTION

When laying your hand upon a creature, you channel negative energy that deals 1d4 points of damage + 1 point per caster level (maximum +5) to the first creature and heal an equal amount to a second creature.

 

Lord Giveth, lord Taketh, moderate 

School necromancyLevel antipaladin 3, cleric/oracle 2, inquisitor 2, shaman 2, witch 2

DESCRIPTION

This spell functions like lord giveth, lord taketh light, except that you deal 2d4 points of damage + 1 point per caster level (maximum +10) and heal an equal amount.

 

Lord Giveth, lord Taketh, serious

School necromancyLevel antipaladin 4, cleric/oracle 3, inquisitor 3, shaman 3, witch 4

DESCRIPTION

This spell functions like lord giveth, lord taketh light, except that you deal 3d4 points of damage + 1 point per caster level (maximum +15) and heal an equal amount.

 

Lord Giveth, lord Taketh, critical

School necromancyLevel cleric/oracle 4, inquisitor 4, shaman 4, witch 5;

DESCRIPTION

This spell functions like lord giveth, lord taketh light, except that you deal 4d4 points of damage + 1 point per caster level (maximum +20) and heal an equal amount.

 

 

Daily Punch 5-12-16 Applied Engineering feat for Pathfinder

How about a feat for Pathfinder?

Applied Engineering

Through proper application of your knowledge you build almost anything.

Benefit: When you gain this feat, choose a number of craft skills equal to your intelligence modifier.  For these skills you use your knowledge(engineering) skill in place of these craft skills.

Ring Side Report- RPG Review of Pathfinder Society Scenario #7–14—Faithless and Forgotten, Part 1: Let Bygones Be

Product-Pathfinder Society Scenario #7–14—Faithless and Forgotten, Part 1: Let Bygones Be

System-Pathfinder

Producer– Paizo

Price– $4.00 here

TL; DR-Instantly one of my favorites! 97%

PZOPSS0714E

Basics-Cheliax is back!  This Pathfinder scenario is the start of renewed relations with Cheliax as the Pathfinders move from the shadows and are asked to investigate a few choice locations in the country.  However, along the way you find that not is all it seems as you have to deal with an oppressive dictator, unfriendly towns people, and horrors from days gone by that have subsisted on the most foul of meats.  Will you survive the horrors of town and the horror long forgotten?

Mechanics or Crunch-This adventure hits all their right marks for a PFS adventure-exploration, social challenges, problem solving(non-fighting),and problem solving(fighting!).  Every character gets a chance to be awesome in this one as you can simple fight everything everywhere as a way to win, but if you think your way through the problems, you can find some awesome solutions that are rewarded.  The fights that are here are all balanced and felt fun with enough threats to keep the players interested but not enough challenge to destroy the level 1 party.  The social still has the Pathfinder problem of “fail by 1, no help” that all Pathfinder adventures will always have, but overall it’s a blast to play that is well balanced for any party. 5/5

Theme or Fluff-This adventure has the feel of a Cheliax adventure, but does have a slight problem with the end.  Overall the part of the scenario that takes place in town feels like a town adventure where you must help the townspeople survive in their dictatorship.  The rural exploration is fun, as you get to interact with some often unused monsters.  The end boss is a bit strange.  It makes sense for the DM who gets to read the behind the scenes bit of the adventure, but most adventurers might not see that and will be a bit confused.  Overall it’s fun as the left hand turn parts don’t distract from the great story. 4.75/5

Execution– I like how Paizo prepares their modules, but I’ve also become a little estranged from theme as well.  I like that they now place stat blocks at the back of the adventure, so I don’t have to have almost 10 books open to run the game.  However, I’d like a little more consistency with that.  The main NPCs get stat blocks in the text, while the rest of the monsters are at the end of the adventure.  That’s a pain to flip through, so I would prefer to just have all the encounters together in a clump at the end or put them together throughout.  That’s my only real complaint about these adventures though.  I love how Paizo puts together their stories, so this one is no different. 4.75/5

Summary-Everybody loves to hate on Cheliax, but it’s always fun to play there.  Throwing the halfling bard to the Order of the Rack wolves is always a great way to start some roleplaying as well as draw the player’s interest deeper into the game.  I love what I’m seeing here, and I think I most players will as well.  This isn’t a perfect adventure as the ending is a bit strange, and I’d like some minor format changes.  But taken together, this is one of my favorite adventures from this year. 97%

Ring Side Report- RPG Review of Pathfinder Society Scenario #7–12: The Twisted Circle

 

 

Product-Pathfinder Society Scenario #7–12: The Twisted Circle

System–  Pathfinder

Producer– Paizo

Price– $4 here http://paizo.com/products/btpy9hgz?Pathfinder-Society-Scenario-7-12-The-Twisted-Circle

TL; DR-Too many ingredients spoil this soup. 70%

PZOPSS0712E

Basics-A Pathfinder has vanished, and you must solve the mystery of the xenophobic town!  This adventure delves into the Mana Wastes as you try to uncover why a small town is prospering while all around them die, and they must hide their children.  Will you find the lost Pathfinder before it’s too late?

Mechanics or Crunch-This adventure is somewhat short and doesn’t add a new mechanic like some other PFS scenarios.  However, the fights that do happen here can be a real pain.  This is designed for levels 1 to 5, but the first fight is a swarm.  That right there can wipe a party of level 1’s, and that fight is for the low tier.  Aside from that, the adventure isn’t bad, but it’s a pain to have to pull punches if the players are new to the game or if they are new Pathfinders in general.  Also, this mod does some good things like providing the characters with scrolls they may need, but without a caster or the sense to use the tools they get, players will miss 70% of what going on as plants and talking to them play a big role in this one. 3.5/5

 

Theme or Fluff-The story of this adventure is a bit scatter shot.  Nothing here is horrible, but some parts involve a random evil bad guy, another involve some plant monsters, and finally, the town has it’s own strange role to play.  It feels like this adventure goes into too many directions instead of focusing on one group of monsters or theme.  As a GM, I was a bit lost.  There is a lot of fun stuff here, but as a GM you have to keep a ton of balls in the air to have a payoff.  And, if you team isn’t on their game they might miss too much to really get the main beats.  Too many ingredients spoil this soup.  3/5

Execution– Overall, this has all the standard Pathfinder Society polish.  Everything get’s laid out well enough to keep you running quickly and efficiently.  I think there are a few too many pages of just text to bore the reader and prevent quick skimming, but overall this is a decently laid out adventure, Paizo’s bread and butter.  4.5/5

Summary-This isn’t bad, but this won’t be on the top of any of my lists.  It’s a simple enough adventure that has possibly bad enemy choices as well as a bit too convoluted plot.  It’s easy enough to run, but not something that you may want to run.  If you LOVE the Mana Wastes and Pathfinder Society, you will enjoy this.  If you just want a 4 four hour adventure for your local PFS group, this might not be the best adventure for you to pick out.  70%

Ring Side Report- RPG Review of Pathfinder Society Scenario #6–22: Out of Anarchy

Product-Pathfinder Society Scenario #6–22: Out of Anarchy

System– Pathfinder

Producer– Paizo

Price– $ 4 here http://paizo.com/products/btpy9cu1?Pathfinder-Society-Scenario-6-22-Out-of-Anarchy

TL; DR– Too many ingredients spoil the soup! 78%

PZOPSS0622E_180

Basics-The society never leaves a man behind-they just might take five years to help him…and it might be someone’s pet project as well…. In this adventure, the Pathfinder Society sends in new recruits to find a long forgotten Pathfinder in a blockagged town in Cheliax.  There, the young Pathfinder have to navigate several different rival groups, find their target, and get him out…all while not starting the third burning of the city!  This adventure is designed for level first to fifth level characters.

Mechanics or Crunch-What’s here is good, but there is just too much here!  This adventure has some serious roleplaying opportunities (which is great) and some serious combats (there are over four!).  That is too much for a four-hour time slot!  Each part isn’t bad as the roleplaying characters get some time to shine and the combat monkeys can take center stage at different points, but in a four hour adventure slot at a con, this adventure simply is too long.  GMs will have to drop part to keep this one going fast enough to cover all the ground. 3.5/5

 

Theme or Fluff-So, not only is there a lot of mechanics, there is also a lot of story to cover as well.  It’s not bad, but it’s too much!  First is a missing Pathfinder.  Then,there are four factions to contend with.  Next is trying to get out and get help.  And lastly is dealing with other enemy groups in the city.  That is too much talking!  I love good roleplaying in a Pathfinder Society adventure, but with so much going on here, it’s hard to make all the pieces shine.  If you don’t ham up each group, then players don’t notice them.  If you do, then it takes too much precious time that you won’t have for the fights and talking to the different groups later.  It’s too difficult a balance to walk-especially for a 1-5 level, four-hour scenario. 4/5

Execution-Overall, this adventure has the Paizo polish.  Lot’s of pictures to help describe things, lot’s of included information to make running this easy, and a decent amount of breaks to make the text flow better.  However, the organization isn’t perfect.  This adventure is about 40 pages!  Some pages are copies of Bestiary books to help run the adventure, but I would like a few more breaks and a table or two detailing how different groups interact with the players at different locations.  Those little things would help speed up the pace of this adventure and possibly get it out close to the four-hour runtime. 4.25/5

Summary-If I had eight hours with a single table, this would be a great adventure to put them through.  They could really dig deep into the roleplaying, and the combat-crunch players would have an absolute blast as well by being able to paint the town red with their enemies.  But, this is written with the goal of four hours.  For that time limit, there is just too much here!  It’s written well enough, but will all the twists, turns, and fights, you CAN’T get this adventure done and be on time.  And any adventure I can’t run in a time slot at a con, written for a con, isn’t one I run a second time. 78%

Ring Side Report- RPG Review of Pathfinder Society Scenario #7–01: Between the Lines

Product– Pathfinder Society Scenario #7–01: Between the Lines

System– Pathfinder

Producer– Paizo

Price– $3.99 here http://paizo.com/products/btpy9cu3?Pathfinder-Society-Scenario-7-01-Between-the-Lines

TL; DR– DnD-NOW WITH LSD! 92%

PZOPSS0701E_180

Basics-You’ve been summoned to help procure an item.  Fortunately, you know where it is, and even better, who has it.  They will even sell it to you!  What happens when you get what you want, and it does way more than you hoped for?  What happens when you play with an ancient box that stores the mental history of all who used it before?

Mechanics or Crunch-This is two adventures in one.  The first adventure is the standard one you know and love.  Run some errands, and then you get what you were searching for.  That’s all par for the course.  The second half is crazy, out there fun.  You enter a mental landscape.  That’s fine, but the map and the monsters are a bit off, and a bit more front loading and modifying of stat blocks would help GMs run this on the fly.  It’s not horrible, and if you read ahead (like you are supposed to!), you will be fine.  However, if you’re running this after just printing off your adventure, then you as a GM will be a  bit lost.  4.5/5

Theme or Fluff-  As I said in mechanics, this is two adventures.  Half is in the regular world, and that is something your players can easily grab onto.  This part is here more to help draw your players in.  The real meat of the adventure is the second part.  Here is where things go on and off the rails.  On rails because the players progress through a linear  dream landscape, but have to do so in a specific order.  Off rails because this adventure plays like a LSD trip-and it is amazing!  Lot’s a crazy imagery and fun ways for the GM to really ham up the crazy, psychic nature of the adventure.  I absolutely love this adventure for that.  5/5

Execution-This adventure has your usual Pathfinder Society polish.  What I don’t like is how the monsters are not customized to the adventure.  The players fight some crazy dream monsters, but the monsters are not really customized to the purpose at hand.  It’s ok, but it wouldn’t take much to really fix up the monsters here, so you’re GMs don’t have extra math to fight with.  This adventure will be a bit long if the players and the GM are slow.  Honestly, its about ¾ of two different adventures, so if your GM doesn’t manage his or her time properly, you will be done late if this is run at a convention slot.  I’m complaining that there is too much here, which is a good problem to have, but it can be a major problem if not dealt with properly.  4.25/5

Summary-Occult Adventures kicked off this season of Pathfinder Society, and it shows in here.  This isn’t completely a psychic adventure as it got strange occult influences, and I hope this keeps up through the entire season of Pathfinder Society.  This is a crazy adventure that really provides some great roleplaying opportunities as well as some great scenes for players and GMs to just go hog wild with.  I love what I see here, and I can’t wait for more.  It’s not perfect.  I’d like a bit of customization from Paizo for the monsters as a GM who has missed some important information might try to throw CR 6 creatures at a level one party if the miss the section detailing how the encounter changes.  It hurts the overall presentation a bit, but honestly, I had a blast running this adventure.  If this is any indication of what’s coming next, BRING ON THE STRANGE! 92%

Ring Side Report- RPG Review of Pathfinder Society Scenario #6–18: From Under Ice

Product– Pathfinder Society Scenario #6–18: From Under Ice

System– Pathfinder

Producer– Paizo Publishing

Price– $4 here http://paizo.com/products/btpy9ch2?Pathfinder-Society-Scenario-6-18-From-Under-Ice

TL; DR– A THINKING humanoids mod. 97%

PZOPSS0618E_180

Basics-Chase a skykey under the ice of Irrisen!  The Pathfinder Society is looking for traces of a Dwarven city that disappeared many years ago.  Can you find where the dwarves went or will you anger either the Linnworm Kings or the Witches?

Mechanics or Crunch– This is a many angled mod that can be done in a straight forward way.  Like most of the mods, there is a counter mechanics for determining how well the PC’s succeed on their job or secondary tasks.  It’s not hard, but the mod isn’t so much about crunch, but how well the players think.  It’s well done and fun when you see the players analyze and understand a situation.  If the players are smart, canny, and show the proper deference, they will go through almost the entire mod without swinging their swords!  That shows the mod is awesomely stretchable, but some players, the kick-in-the-door-and-eat-some-goblins players, will be vary bored if things are going well. 4.5/5

Theme or Fluff- This is where the mod truly shines.  Sure, it’s got the necessary fights and counters that all good mods need, but how the players go about this mod really makes the story.  Are you simply smash and grab Pathfinders or are you social dilatants?  Do you understand your mission or are you simple out there to kill a bunch of people?  As a GM, watching that play out is a great roleplaying experience 5/5

 

Execution– Season six is the absolute best season for how these mods are put together.  Need the maps?  Here, we have blank maps for you to resize and print.  Need monster stats?  Here in the back of the mod are all the monster stats, so you don’t have to have 10 books open to run the game.  It’s still four bucks, but right now four bucks for ~ 30 pages seems to be the norm for most companies. Well done!  5/5

Summary– First, the elephant in the room-If you play this mod smart, you will not have many combats.  And, that’s what the success condition hinges on.  That right there will turn some players away.  You can’t make everybody happy, but in a mod that’s mostly going across borders and meeting people, combat is a many terrible thing!  The story makes world sense.  The mechanics work as well as they can.  The execution is absolutely fantastic.  As a GM, I enjoyed this mod.  My players did as well.  Just make sure you know what your players want to get.  Hack and slash need not apply!    97%

Ring Side Report- RPG Review of PFS Scenario #6–06: Hall of the Flesh Eaters

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Product– Pathfinder Society Scenario #6–06: Hall of the Flesh Eaters

System– Pathfinder

Producer– Paizo

Price– ~$ 4 here http://paizo.com/products/btpy9986?Pathfinder-Society-Scenario-6-06-Hall-of-the-Flesh-Eaters

TL; DR– A short dungeon crawl. 87%

 

Basics– Time to go to the Shackles!  Among the Gloomspires rests Sevenfingers’ treasure hoard.  A new finding by the Pathfinders will allow the explorers to find the proper shifting island where the hoard is buried.  Can the Pathfinders survive the island the treasure is hidden on and explore the dangerous depths of the cavern below it?

 

Theme or Fluff-This adventure was a fun one, but the fact that it was in the Shackles or dealing with pirates wasn’t a main focus.  It is more of a dungeon crawl.  But, the dungeon isn’t that large, so it’s hard to get going as you’re done before you almost start.  It’s fun, but you will have to add your own pirate focus to get the theme of a dungeon crawl for pirate treasure to come through.  Also, this is the first part of a few adventures on this island.  There is a record screeching halt in one area as the map basically give the equivalent of an invisible wall to hid the next adventure.  This will be filled in in later adventures, but I really don’t like having to tell my explorers not to explore! 4/5

 

Mechanics or Crunch– As I said in the theme, this is mostly a dungeon crawl.  Before the Dungeon is a short above ground section, but there is not much to do after an encounter happens up there.  In the dungeon there are some unique events and traps that make some of the later encounters more interesting.  The encounters that do happen are well balanced.  But, as a dungeon crawl, it’s pretty short and easy. 4.5/5

 

Execution-What is here is well done.  I like the spacing of the text, the maps, and the general layout.  I’ve written before that I would like more description in these encounter blocks, but that is a general issue I have with all the PFS documents. 4.5/5

 

Summary– This is a short, fun dungeon crawl.  It’s pretty linier, but that doesn’t make it bad.  If your players want to start some adventures in the Shackles, this isn’t a bad adventure to start a quest line off of.  I would have liked a bit more as it felt short, and a down to business party will get through this in less than two hours.  As a GM, it ran smooth, and my party had fun.  That’s the mark of a good adventure.  I don’t like invisible walls in an RPG, but I am curious what the next adventure will be. 87%

Ring Side Report-RPG Review of Pathfinder Society Scenario #6–05: Slave Ships of Absalom

Product– Pathfinder Society Scenario #6–05: Slave Ships of Absalom

System– Pathfinder

Producer– Paizo

Price– ~$4 here http://paizo.com/products/btpy9985?Pathfinder-Society-Scenario-6-05-Slave-Ships-of-Absalom

TL; DR– Some problems hurt a good story that’s part of this year’s metaplot. 83%

 

Basics-Someone is selling tainted slaves in the Inner Sea!  A slave at a party had a spell cast upon her that allowed someone to eavesdrop on the guest.  Can you and the rest of the Pathfinder Society make some friends by discreetly finding out who is behind this?

 

Mechanics or Crunch– This is a reasonable short adventure as it’s designed for Pathfinder Society play.  However, some major missteps happen over the course of this story.  One is the players can fail a few rolls and be completely out of luck when it comes to the mystery.  In addition, like most PFS modules, there are some roleplaying and 2-to-3 fights.  However, one of these fights is pretty tough and can easily wipe most parties if the GM doesn’t pull a few punches.  This isn’t a bad module, but some of the Pathfinder mechanics work against the fun your players could have. 3/5

 

Theme or Fluff-Overall, I liked the story of this one.  There is a decent amount of roleplaying that can happen while still having the combat that some players crave.  However, some of the story seems off.  A character won’t help the players even after the players save that person’s life!  That kind of seems out of the realm of believability even with magic and elves about.  Also, this module is about slavery, so some players won’t like working for NPC’s who openly own slaves. 4.5/5

 

Execution– This is done by Paizo. They know how to layout a book.  It’s easy and quick to read.  The art is good, but as always I’d like a bit more.  What is here is well done. 5/5

 

Summary– This is a short, fun adventure that isn’t without its faults.  I enjoyed running this for my players, and they enjoyed playing this adventure.  It has the standard problems that can plague a Pathfinder game: combats based on CR alone and rolls killing investigation/roleplay.  Those are some problems that can really gum up this adventure’s gears.  Also, this is a module that deals with slavery.  If you’re players are not comfortable with that, then this will not be fun for them.  If you want a module set in Absalom where you have a decent mix of investigation and combat, this is a better than average module.  Also, if you want to get deeper into the Year of the Sky Key, then this an good start to the metaplot. 83%