Daily Punch 1-19-15 Sudden Spell feat for Pathfinder

Been reading a little Pathfinder lately, I’d like to give my wizards a bit more punch.

 

Sudden Spell

You give up a litter bit later for a big hit now.

prerequisite: Wizard, sorcerer, or any other magic casting class with a level 1 magic supernatural (su) ability you gain at a set number of times per day.

Benefit: You may use two uses of the supernatural ability to cast that as a swift action on your turn.  You may only do this once per turn.  As an example, an evocation wizard can use two uses of force missile to cast it once as a swift action.

 

Thoughts?

 

Daily Punch 1-2-15 Necromancy Master feat for Pathfinder

One last feat to catch up on the blog.  Something I think is a long time coming for Pathfinder.

 

Necromancy Master

You are a master of the dark arts.  Those who you summon are much stronger than average.

Prerequisite: Spell Focus(necromancy)

For purposes of determine hit points of any undead that are created by you, increase the charisma modifier by the attribute modifier of your spell casting attribute.  As an example, a wizard with intelligence 18, would add +4 hp per HD to any undead created.

Daily Punch 1-1-15 Lich Bloodline Sorcerer for Pathfinder

Why be a ghoul, when you can be a lich?

Lich Bloodline

Someone in your parentage was not alive.  Moreso, they were the animated corpse of a powerfull wizard or cleric.  Now, that power courses through you.

Class Skill: Knowledge(Religion).

Bonus Spells

inflict light wounds (3rd), Spectral Hand (5th), Animate Dead, Lesser  (7th), Animate Dead(9th), Fleshworm Infestation  (11th), Create Undead (13th), control undead (15th), Create Greater Undead (17th), Canopic Conversion (19th).

Bonus Feats

Combat Casting, Skill Focus (Knowledge [religion]), Spell Focus (necromancy),Sorcerous Bloodstrike, Toughness, Weapon Finesse,Uncanny Concentration, Undead Master.

Bloodline Arcana

Whenever you cast a spell that does necrotic damage, you are healed of 1/4 the hit point damage dealt.

Bloodline Powers

Necrotic Lance(Su)-Starting at 1st level, you can shoot a beam of pure necrotic energy at your targets as a ranged touch attack to a target in 30 feet.  This beam does 1d6+ 1 point of negative energy damage per two class levels you have.  You can do this a number of time per day equal to 3 + your charisma modifier.

Skeletal Appearance(Ex)-Starting at 3rd level, you gain DR-5/bludgeoning and resist 5 cold, electricity, and negative energy damage.  At level 9 this becomes DR-10/bludgeoning and magic and resist 10 cold, electricity, negative energy damage.  At level 15, you gain DR-15/bludgeoning magic and resist 15 cold, electricity, and negative energy damage

Fear Aura(Ex)-Starting at 9th level, you gain a fear aura, All creatures with hit dice of less then half your hit dice must make a Will save (DC 10+ your charisma mod + 1/2 your hit dice) or be shaken for a number of rounds equal to your hit dice.  A creature that makes this save is not affected by your fear aura for 24 hours.

Paralyzing Touch(Ex)-Staring at 15th level, you now paralyze the living who touch you.  Any creature that willingly touches you must make a Fortitude save (DC 10+ your charisma mod + 1/2 your hit dice), or be paralyzed for a a number of rounds equal to your hit dice.  At the end of each round, the creature may make Fortitude save to end the condition.  This may be triggered by an attack on you or by you making a melee touch attack.

Lich Apotheosis(Su)-At level 20, you become a lich.  Create a phylactery as per the lich rules.  If you die, you may return to this phylactery if needed and you regenerate in 1d10 days.  In addition, you constitution score becomes 0, and your Fortitude save and bonus hit points per lever are now calculated based on your charisma modifier.  Your resistances from skeletal appearance now are 20/bludgeoning magic and immunity to cold,  electricity, sleep, negative energy , and non-lethal damage

 

Thoughts?

Ring Side Report- RPG Review of PFS Scenario #6-08: the Segang Expedition

Product– Pathfinder Society Scenario #6–08: The Segang Expedition

System– Pathfinder

Producer– Paizo

Price– ~$ 4 here http://paizo.com/products/btpy9a1w?Pathfinder-Society-Scenario-6-08-The-Segang-Expedition

TL; DR– A good mix of combat and roleplay. 90%

 

Basics-Time to hitch a ride!  Funds for the Pathfinder Society are low after the adventures in the Worldwound.  Now Pathfinders are working with new allies to find old archeological sites.  Can you find and explore a new site while working with and befriending some new patrons?

 

Theme or Fluff-This is an interesting one.  It’s two separate missions.  Befriending one of two patrons while still finding what you want in an island Jungle.  As a dungeon crawl alone, it’s not that best one I’ve played.  As a pure roleplaying experience, it’s not complete either.  But this one combines the two well and really does have something for the combat monkey and the thespian in your groups.  It’s not perfect in either, but it does a good job balancing the fun. 4.5/5

 

Mechanics or Crunch– The adventure provides a new mechanic for how to befriend one of two wealthy backers.  My players constantly tried to keep finding ways to secretly befriend both.  You will have to think on your feet with this one.  The combats are quick, and the adventure does give some extra mechanics fun for allowing players to go hunting from a hunting lodge.  For its fights and non-combat encounters, it’s reasonably well done experience. 4.5/5

 

Execution– My main problem with this PFS scenario is the same problems I have with all of them.  Paizo only publishes PDF adventures for the society.  Paizo try to keep all the adventures a set length, but honestly, the PDFs could be infinite length providing all the rules I need to run the adventure from how the spells work to basic random dice rolls.  This adventure lists a bunch of different creatures, and I have to have the books to look them up.  Why not just give me the full stats?  It won’t hurt to expand a few extra pages and give me those stats, since I know more and more people are now running adventures as PDFs off tablets.  It’s just a pain to have to dig up all my books to get one stat for from one book and another stat from another book.  Otherwise, the text if sized fine, the art is good, and generally, I have what I need to run this adventure. 4.5/5

 

Summary– I liked this one.  A father and a son-in-law are off hunting and the players act as guards while still trying to be Pathfinders.  I can see repercussions from last year’s Pathfinder’s affecting the future, and I like it.  The adventure itself is fun, has roleplaying and combat well done, and fits neatly within the time frame for a PFS game.  I had a blast and so did my players.  Well worth running at your tables.  90%

 

Daily Punch 10-31-14 Expanded Knowledge feat for Pathfinder

How about one more feat in the Knowledge is Power feat chain?

 

 

Expanded Knowledge [Teamwork]

You’ve seen some stuff, and you know how to make sure your friends know what to do.

Prerequisite-Shared Knowledge, Knowledge is Power

Benefit-Instead of gaining an extra bonus for every 10 you exceed a knowledge check for the Shared Knowledge feat, you and your allies gain a bonus for every 5 your check exceed by.

 

 

Thoughts?

Daily Punch 10-30-14 Shared Knowledge feat for Pathfinder

I like the idea of knowledge skills really helping in combat.  How about a team work feat for that?

 

Shared Knowledge [Teamwork]

You know how to direct a fight and get your friends into the fray.

Prerequisite:  Knowledge is Power

Benefit: You can make the same check as the Knowledge is Power feat with the change that the benefits are for every 10 you beat the check by.  Every friendly creature in a 30 feet radius gain the benefits of your new Knowledge is Power feat.  Whatever benefit you choose, all creature gain those bonuses.

 

 

Thoughts?

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%

Daily Punch 10-29-14 Knowledgeable Fighter archetype for Pathfinder

Ok,with the Knowledge is Power feat, I think my Knowledge-based fighter archetype is ready to roll.

 

Knowledgeable Fighter

You’ve studied in class, listened to the bards, or learned on your own, but in either case, you see the true power of knowledge and how you can hurt others with it.

 

Knowledgeable Fighter (EX)

Gain the Knowledge is Power feat (https://throatpunchgames.com/2014/11/01/daily-punch-10-28-14-knowledge-is-power-fighter-archetype-for-pathfinder/) at first level as your bonus feat.  You must take this as your bonus feat.  Also, all knowledge skills are now class skills for you.  Replaces Bonus 1st Level Feat

 

On the Job Training (EX)

Increase the number of skill ranks you gain each level by 1.  Chose an additional knowledge skill.  You are now trained in that skill.  This replaces Bravery.  Gain this ability again whenever you would have an increase in the bravery skill and cumulative.

 

Lessons Learned (EX)

Choose either Armor Training or Weapon Training.  When you would gain a this ability, gain a +1 to all knowledge skills you are trained in instead.  This replaces weapon training or armor training. Gain this ability again whenever you would have an increase in the ability you choose to replace.  This ability is cumulative.

 

Knowledge Mastery (EX)

When you would gain either the Weapon Mastery or Armor Mastery, based on the choice you made for your Lessons Learned class feature, you instead gain this feature.  When you would gain a bonus from your Knowledge is Power feat to either attack, defense, or saves, now gain a bonus to attack, defense, and saves equal to the total bonus before the bonus would split instead.  This replaces Weapon Mastery or Armor Mastery.

Daily Punch 10-28-14 Knowledge is Power Feat for Pathfinder

How about a fighter who looks over his opponents instead of just rushing in?  Here is the starter feat for the archetype.

 

Knowledge is Power

You’ve learned through experience or books what you need to do when.

Benefit: When you encounter a creature, you may make a knowledge check using the appropriate skill with DC equal to 10+creature CR.  If you succeed, you gain a +1 to either attack, saves, or defense against the creature.  These bonuses may be separated however you choose among attack, defense, and saves.  The bonus gains by this power increases by +1 for every 5 you succeed by.

Ring Side Report-RPG Review of Pathfinder Society Scenario #5-22 Scars of the Third Crusade

Product– Pathfinder Society Scenario #5-22 Scars of the Third Crusade

System-Pathfinder

Price-$4 here http://paizo.com/products/btpy96i8?Pathfinder-Society-Scenario-5-22-Scars-of-the-Third-Crusade

TL;DR–  Great roleplaying, but nothing for the combat heavy characters. 87%

 

Basics-Murder is afoot!  Pathfinder agents have been arrested, and you are sent to determine if they are guilty or not.  Can you prove the innocence of your fellow agents while in a town that already doesn’t trust the Pathfinders?

 

Mechanics or Crunch-This one has exactly one or maybe two fights scenes in it, depending on how the players proceed.  Most of the time, players are investigating the murders.  If you have a combat heavy party, they will just be bored.  Also, the combats that are present will be somewhat underwhelming to most parties in the level range.  The module presents some rules for investigation, misinformation, and events in town.  Some of these events are arbitrary as well as the rules for these events being somewhat unclear.  It just might need a bit more to keep some people involved. 3.5/5

 

Theme or fluff-This is where this module shines.  You as the GM get to scream at the players if they reveal that they are Pathfinders.  Most of the people in town don’t trust the Pathfinders, and players tipping their hands make this module come alive.  The town is well described and the personalities in it are fun to run.  Everybody here has a story, and the players have to try to figure out who did it over the course of the adventure.  I loved what I saw here.  If you want a mostly roleplaying module, this is the one to look for.  5/5

 

Execution-This is a wordy one.  To get all the information a GM needs to run the mod, lots of words have to happen in a very short amount of space.   I do like that the town has a town map to help you and your players understand all the places they can investigate.  In addition, the investigation methods are presented decently as well as providing the GM with a worksheet to help GMs keep track of all the information at hand, but this chart could use another column to help me keep track of what I and haven’t told the players.  I’d have liked a few more divides in the words, but the module is set up well. 4.5/5

 

Summary-I liked running this module.  I have no problems standing up at a convention and screaming at the top of my lungs about how I hate the Pathfinders and such.  When I ran this at a con with about five other tables, I did get a few stares.  If you want to have some awesome roleplaying with your characters, then this is the module to run.  If you what a hack and slash fest where lots of things die, then do not even consider this one.  I would like some changes to the module, but overall it was a great if you have the right group.  87%