Daily Punch 9-4-15 On Target metamagic feat for Pathfinder

I was reading a Pathfinder Tales novel, and one character summoned creatures on another.  I’d like to make that happen in my games.

On Target(Metamagic)

When you create life or unlife, you can cast it on a a target.

Benefit: When you cast a conjuration or necromancy spell that creates or animates any number of creatures under the effect of this metamagic, you can make a ranged touch attack an a target in range for each creature created at a target within the range of the spell.  If you hit the target with this attack, the creature is created on the target either grappling it or doing melee attack damage on the target as if it hit.  The target may also make any attacks it would normally get its on its turn.

Level Increase: +1 (an On the Target spell uses up a spell slot one level higher than the spell’s actual level.)

Thoughts?

Daily Punch 8-28-15 Cartographer trait for Pathfinder

I’m reading a book now, and the main character maps several rooms to find secret rooms in them.  I think this should happen more often in Pathfinder!

Cartographer

Knowledge (Engineering) and Knowledge(Dungeoneering) are considered class skills for you.  As you explore underground locations or building, you may make a map.  If you do, you may use either Knowledge(Engineering) or Knowledge(Dungeoneering) instead of Perception to find secret doors or rooms.

Thoughts?

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%

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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%

Daily Punch 8-21-15 Harden Skin spell for Pathfinder

Barkskin is a level two awesome spell for any character.  What about a level 1 spell that does something similar, but not as well?

Harden Skin

School transmutation; Level alchemist 1, druid 1, ranger 1, shaman 1,summoner/unchained summoner 1; Subdomain defense 1

CASTING

Casting Time 1 standard action
Components V, S, DF

EFFECT

Range touch
Target living creature touched
Duration 1 min./level
Saving Throw none; Spell Resistance yes (harmless)

Daily Punch 8-18-15 Magic Armor and Greater Magic Armor spell for Pathfinder

Magic armor, but no magic  weapon spell in pathfinder?  let’s make this happen!

MAGIC Armor

School transmutation; Level cleric 1,  paladin 1, ranger 1, sorcerer/wizard 1

Casting Time 1 standard action

Components V, S

Range touch

Target One suit of armor

Duration 1 min./level

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

Magic armor gives a suit of armor a +1 enhancement bonus on defense and all the qualities of a +1 suit of that type of armor.

You can’t cast this spell on natural armor.  This spell does not change the material that makes up the suit of armor.

Magic Armor, Greater

School transmutation; Level cleric 4,  paladin 3, ranger 3, sorcerer/wizard 3

Casting Time 1 standard action

Components V, S, M/DF (powdered lime and carbon)

Range Touch

Target One suit of armor

Duration 1 hour/level

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

This spell functions like magic armor, except that it gives a suit of armor an enhancement bonus to AC of +1 per four caster levels (maximum +5).

After give a suit of armor a +1 enhancement bonus, further bonuses may be spent to provide the armor additional qualities as if it were created with those magic qualities and traits.  This spell does not change the material the suit of armor is made of.

Daily Punch 8-18-15 Summon Armor spell for Pathfinder

You can summon some instant armor in Pathfinder.  What about if you already own armor?

Summon Armor

School conjuration (teleportation) ; Level cleric/oracle 1, paladin 1, wizard/sorcerer 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range personal
Targets you
Durationpermanent

Thoughts?

Daily Punch 8-4-15 Extra Padding armor upgrade for Pathfinder

Been reading Pathfinder books for the contest.  Here is something fun that came to mind for armor.

Extra Padding

Sometimes having too much fluff in the middle is a bad things.  Then there are the times where a hammer hits your stomach and you thank the gods that you had the extra felt built into the breastplate!  This armor adds a bit of extra layers between you and the enemy granting your DR 5/piercing or magic weapons.  It will turn aside your average hammer and give you a few precious inches between a slicing blade, but it won’t help against your average rapier or magic blade

Cost: +1,000 gp; Weight: +5 lbs.

Thoughts?

Daily Punch 8-3-15 Minor Coin of Chance magic item for Pathfinder

It’s almost RPG superstar time. Let’s get the design juices flowing and make a item. Here is my Coin of Chance for Pathfinder!

Minor Coin of Chance
Aura faint enchantment CL 7th
Slot –; Price 5,000 gp; Weight –
Description
This coin is a two faced coin with one side showing a grinning woman’s face while the other shows a skull.  When a spell is cast, as a free action a caster can toss the coin in the air as part of a somatic component of a spell or adding a somatic component to a spell that has a saving throw.  The caster rolls a d6. On numbers 1-3, the saving throw DC decreases by 1.  ON a 4-6, the saving throw of the spell increases by 1.
Construction
Requirements Craft Wondrous Item, a coin won in a gambling game;Cost 2,500 gp

Thoughts?

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%

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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%