Daily Punch 10-14-14 Master Trained Vanity for Pathfinder

How about just being better at your day job then others?  Here is a vanity to just do that!

 

Businesses

Master Trained (5PP): You spent some time under a master learning the tools of your trade.  Now, you’re good, and it shows in your skills.  Choose a skill and gain a +5 bonus to that skill only when you roll a day job roll.

Daily Punch 10-13-14 Replicator for Pathfinder

Numeria is in full swing, but I was kind of surprised that the artifacts list missed the most obvious item from Star Trek

 

 

Replicator                  Technological Artifact

Slot   none                      weight varies

Capacity   varies         Usage  See Text

 

A replicator is a box of various sizes ranging from a small foot, by foot, by foot desk model to a horse sized models.  This device will create any object that the user can describe to the device with a knowledge(engineering) check equal to the craft check of the object.  The device can only create one object per day and must be provided with enough raw materials (skymetal, gold, rocks, biological material) to create the object with the value equal to the cost of the item.  The entire process takes less the one minute but must be uninterrupted, or the object is destroyed and the components lost.  The number of charges varies based on the size of the object created.

 

Size Charges
1ftx1ftx1ft 25
4ftx4ftx4ft 125
10ftx10ftx10ft 625

 

Thoughts?

Daily Punch 10-10-14 Uncontrolled Aggression flaw for Pathfinder

We all fly off the handle sometimes.  How about a problem that you ahve to face in Pathfinder because of it?

 

 

Uncontrolled Aggression

When you get mad, all you see is red!

When you take damage from an enemy, you must make a DC 5+Creature CR will save.  If you fail, that creature must die.  You can not stand to see the creature taken alive or knocked unconscious.  Other player characters are immune to this effect.

Ring Side Report-RPG Review of Trail By machine

Product– Pathfinder Society Scenario #6-01: Trail by Machine

Producer– Paizo

Price– ~$4

System-Pathfinder

TL; DR– Good intro to the Year of the Sky Key, but some plot flaws. 97 %

 

Basics– Pathfinders-time for some basic training!  Go to the old Red Redoubt and survive a few simple tests of pathfinder skills.  All goes well until something mysteriously sets off the eons old redoubt powering up motors long dead.  Can you figure out the ancient, yet futuristic technology of the Red Redout of Karamoss to escape?

 

Mechanics or Crunch– This one has a decent mix of old and new items and mechanics.  It eases the players into the new, fantastic technology that players can pick up while exploring Numeria.  Also, this scenario presents rules for converting enemy characters to good characters in the society setting.  It’s a fun way for players to reform others by thought, action, and speech. 5/5

 

Theme or fluff- The Adventure has some interesting twists that will throw your players for a loop.  I won’t spoil them here, but they are pretty fun.  However, if the players do the smart thing, and instantly leave when they have their goal, they will only get to explore roughly HALF the area and miss all the items and faction boons!  A simple change in where some doors close would really help this adventure force the players to experience the cool technology and locations offered here. 4.5/5

 

Execution– Trial by Machine is done well.  The picture on the front of the module is nice as its something you can show your players to help them understand what they are fighting.  I would have liked a few more pictures to help my players with some of the more fantastic enemies and locations, but the art included isn’t bad by any means.  The text is decently put together as it’s not too cramped and laid out well. 5/5

 

Summary– This is a fun one.  I really like the Sword and Circuitry concept of the year of the sky key and the Iron Gods campaign, and this get that into the Pathfinder Society.  This adventure eases the players in slowly to robots and other fun technology things while teaching them how to interact with technology and new items.  You might have to do a bit of GM fiat to make half the adventure happen, but if you do, the players will have a much better time than if you just let them leave after half an hour of Pathfinder! 97%

Daily Punch 10-3-14 Tome of Knowledge for Pathfinder

My players are a bit flustered in Pathfinder Society.  They hate always having the wrong still on the wrong day.  Let’s see if we can fix that.

 

Tome of Knowledge

Aura medium transmutation; CL 10th; Weight 1 lb.
Slot none; Price 3000 gp

Once per day, by reading this book  the reader can change known knowledge skill to one other knowledge skill.  If the new skill is not a class skill for any of the characters classes, that character does not get the training bonus associated with having ranks in that skill.  This effect last for eight hours.

Craft Wondrous Item, Barrow Skill; Cost 1500gp

Daily Punch 9-22-14 Family History trait for the Iron Gods Campaign for Pathfinder

How about a new campaign trait for the Iron Gods path?

 

 

Family History: Your parents, and your parents’ parents, and all the way back to the first smiths on Torch worked the Torch forging objects of skymetal.  You know how to work metal and you know it well.  However, with the Torch out, you no longer have a job.  Without the Torch, you can work, and your family will starve.  You’ve volunteered because the professional adventurers have failed, so now its time for the regulars craftspeople to save the town.  You’ve not an adventurer, but when the going gets tough, you setup!  You gain a +1 to a craft skill of your choice and knowledge(engineering) and these are both considered class skills for you.

 

 

Thoughts?

Ring Side Report- RPG Review of Pathfinder Campaign Setting-Technology Guide  

Product-Pathfinder Campaign Setting: Technology Guide

Producer– Paizo

Price– ~$20 here http://www.amazon.com/Pathfinder-Campaign-Setting-Technology-Guide/dp/1601256728/ref=sr_1_1?ie=UTF8&qid=1411311976&sr=8-1&keywords=technology+guide

System-Pathfinder

TL; DR– Problems with focus, but great item selection. 90%

 

Basics– Welcome to the world of tomorrow!  The Technology guide is the extra setting book that GMs of the Iron Gods will need to handle all the new technology items and some rules presented in that adventure path.  This book introduces a number of new archetypes, feats, spells, rules, and skill uses for the base classes as well as a prestige class.  Then, the book moves onto introducing several technological items, weapons, armor, drugs, and generators.  Finally the book adds new hazards, rules, and artifacts for the Iron Gods campaign and Numeria as a whole.

 

Mechanics or Crunch-This book is a combination of the Ultimate Equipment book and the People of the River.  The book adds an insane amount of items all with new rules how to handle them.  The rules make sense within the Pathfinder system and help distinguish technology from magic.  The character options are all well done and provide some awesome Numeria flavor for any technology based campaign you could be running.  5/5

 

Theme or Fluff– This book does have a decent amount of story.  Each item gets a short description in addition to its rules and a picture.  The pictures might not be amazingly large, but there are pictures you can show to your players and help them envision the world of Numeria.  The book even goes so far in depth to describe the different types of metals found in Numeria and what they look like.  It’s not a perfect theme book, as the primary focus of the book is to provide rules and items, not to provide story.  But, what is here does have some decent story to it. 4.5/5

 

Execution– I love how Paizo puts their books together.  Even though this is an item book, the pictures and layout really breaks up the text and makes this much less of a drag to read.  The problem I have is that this book is a Pathfinders setting book.  The setting books are not designed to be given to the players.  However, a 1/3 of this book is player options.  This book is kind of indicative of the problems I’ve seen with the Iron Gods roll out of as a whole. To do the Iron Gods AP justice, several new character options, items, and rules all have to be introduced.  However, all the Numeria character options are spread out across at least four books, and the rules are also spread out across some of these four books, but different rules are also in other books.  This is particularly a problem with this book as players are not supposed to look at this book.  But, as a GM you almost have to give it out, so base class characters can have additional class options.  It’s not world ending problem, but the lack of focus is apparent. 4/5

 

Summary– Honestly, if you are going to GM the Iron Gods AP, you’ve most likely bought this book already.  If you have no plans to ever put technology in your Pathfinder game, then this book has literally nothing to offer you.  It’s a good book for what it is (character options and items), but it has some problems with focus. 90%