Category Archives: Pathfinder 2nd Ed
I’ve been considering what a Loot 4 Less line of books for the 2nd edition of the Pathfinder Roleplaying Game would look like. Of course the price point would be insanely different– 2,000 gp is a LOT more money is 2nd ed than 1st ed. But if I decided to limit myself to 200 gp, is that too high and easy, or about right?
Anyway, here are a couple of items that evolved just from the thought experiment.
Able Armor Seal Item 6
Abjuration Invested Magical
Price 200 gp
Usage affixed to armor
Activate Single Action; Bulk L
This cast iron seal has a depiction of two hands clasped in friendship. Armor with this affixed can be donned in half the normal time. With a successfully use of the Armor Assist feat, it takes only 1/3 the normal time.
Silver Serpent Item 5
Divination Invested Magical
Price 175 gp
Usage worn earing; Bulk L
This small silver serpent is a piece of jewelry that sits wrapped around your ear, molding itself to match the size and shape of your ear and holding itself firmly in place until intentionally removed. Each silver serpent is attuned to a single Lore skill, and whisper information about that Lore in your ear as it become relevant. You treat your proficiency rank in the related Lore skill as one degree better while wearing the silver serpent. If you are already Legendary in that Lore, you instead gain Assurance with that Lore.
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Lots of game systems have Critical Hit and Critical Fumble decks. Pathfinder 1e and Starfinder are two well-known examples (and, full disclosure, I wrote the ones for Starfinder).
Many groups find them hysterical, chaotic fun, Others find them hateful, swingy, and absolutely no fun at all.
But what if the PLAYERS got to decide when they came into play? That introduces the rules and their funny, unexpected effects into a game, but doesn’t force them on anyone who doesn’t want to deal with them.
Here’s a simple set of example rules for doing that.
When an attack against a PC is a success, the player can earn one Crit Point by deciding the attack draws from the Critical Hit Deck.
When an attack by a PC is a failure , the player can earn one Crit Point by deciding the attack draws from the Critical Failure Deck.
When an attack by PC is a success, the player can spend two Crit Points to cause the attack to draw from the Critical Hit Deck. If the player has 3 or more Crit Points, they can spend additional Crit Points before any cards are drawn to increase the number of cards they draw on a 1-1 basis (spending 4 extra Crit Points means you draw 4 extra Critical Hit cards). You select one Critical hit effect from one drawn card to apply to the attack.
(As an alternate rule, you can also allow a player to earn Crit Points when they use these rules, by having GM draw 3 critical hit cards for an attack against the PC, or by drawing 3 Critical Failure cards for an attack made by the PC).
All Crit Points are reset to 0 at the end of each game session.
The reason a PC has to suffer more card effects than they get to inflict is that players can be quite cunning about timing and resources, accepting critical hits and critical failures that go against them when they can afford the hit and saving up the Crit Points to turn the tides when they need it. However, by making it a 2-1 ratio, and not letting players save points between games, this tactical use of the rules is balanced out.
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Yep, I’m writing about the power of puke. For the 2nd edition Pathfinder Roleplaying Game.
EMETIC Item 1+
Alchemical Consumable Elixir Healing
Usage held in 1 hand; Bulk L
Activate Single Action [Interact]
An emetic makes you nauseous. Drinking a dose when not sickened gives you the sickened condition with a value equal to the emetic’s potency. When you are sickened, a successful DC 15 Fortitude save allows you to imbibe the emetic despite the sickened condition. Rather than increase your sickened value, this gives you a bonus to Fortitude saves to recover from being sickened when you choose to retch. This bonus to equal to the emetic’s potency.
Emetic (Lesser) Item 1
Price 2 gp
This emetic has a potency of 4.
Emetic (Moderate) Item 6
Price 20 gp
This emetic has a potency of 5.
Emetic (Greater) Item 10
Price 110 gp
This emetic has a potency of 6.
Emetic (Major) Item 14
Price 455 gp
This emetic has a potency of 6. Additionally when you successfully retch to reduce the value of your sickened condition, you reduce it by 1 more than normal.
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