Fighter, Barbarian, Champion, Ranger Trigger A creature within your reach makes a melee attack targeting you.
You slash at your foes blade to knock it aside. Make a melee Strike against the triggering creature. If your attack is equal to a higher value to the triggering attack, you knock the blow aside and the attack does not hit you. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
TL; DR-Another solid piece of the Abomination Vaults puzzle 100%
Basics– How deep is the place? Hands of the Devil dives deeper into the lighthouse from Ruins of Gauntlight. Players meet new people, monsters, and horrors beyond time as they delve deeper into the lighthouse’s history and people. Are your players willing to sell someone else to the devils?
Mechanics or Crunch– This is a dungeon crawler. You kill monsters and find loot. Monsters are fun and new but balanced at the same time. Solid work from Paizo. There are also new items and character options, so this book might not be for everyone, but it does try to have materials that everyone can enjoy. 5/5
Theme or Fluff– The first book of the adventure path was very much find stuff, kill stuff, and that was fun. This one has multiple factions and people all trying to one up each other. It’s a welcome change of pace. Your characters can still kill everyone and take their stuff, but there is MUCH more here than the first few levels for story and interaction. This book also has players do a lot more in town, further strengthening the roleplaying aspect. It’s a welcome change of pace. 5/5
Execution– Solid art, layout, text, story, hyperlinks, maps, and flow all make this a BREEZE to read. Paizo knows good books and their adventure paths are where they really shine. 5/5
Summary– There isn’t much more to say than this is well done. Solid fun fights, good story, and excellent execution all typify this one. I like what’s here as the players can now decide if they want to talk to the monsters instead of just kill them. They CAN just kill them, but it is still fun to see if the monsters now want to eat them or have my players just want to kill them. This is a solid intro dungeon crawl for Pathfinder, and one I’m glad I’m running with my group. 100 %
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.
Swing once hit two enemies… how about swing twice and hit once?
Focused Barrage 2 actions Feat 4
Barbarian Fighter Flourish
You continuously swing at an enemy until you hit its unprotected areas. Make two melee Strikes at your current multiple attack penalty and compare the best attack roll result to the ACs of the target. Roll damage only once and apply it to the creature if you hit. Focused Barrage counts as two attacks for your multiple attack penalty.
I want to help the wee barbarians out there. Charge give you some help, how about helping the barbarians?
SCREAM, RUN, SWING! Feat 1
Barbarian RageFlourish Open
The rage and battle takes you. You enter your rage as normal, stride, and then make a melee strike against an enemy within range. You can use SCREAM, RUN, SWING! while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
You entice a target to attack a target it was considering attacking.
Success The target is unaffected by your spell. Failure The target is forced to attack an a creature of your choosing that the target was already hostile toward for its first attack in the round. If it makes an attack against a different target instead, it has a -2 penalty to the first attack it makes. If the target attacks the chosen creature with its first attack, it has no penalty for any attacks this round. If an attack from that target targets multiple enemies, but includes the chosen creature, there it no penalty as well.
Heightened (3rd) The penalty to the first attack increases to -4. Heightened (5th) The penalty to the first attack increases to -6. Heightened (7th) The penalty to the first attack increases to -8.
I miss drawing aggro like in 4th Ed DnD. I know I may be the only one who misses 4th ed, BUT IT’S REAL TO ME!
Let’s bring back some of the better things from that edition.
Protective Feat 1
FighterStance With a keen eye, you assess the situation and prepare to protect you friends. Choose an enemy within your reach. If that enemy makes an attack that does not include you, you can use your reaction to give that creature a penalty to its attack equal to your prophecy bonus with the weapon you are wielding.