More Pathfinder love this time for items-
User Curse:+1 bonus (minor necromancy), when created, choose a character; that character is the only character who can use this item at is full bonus due to magic. Any other character who attempts to use this item is affected as if by a cursed item (choose an equivalent cursed item). To detect this property, raise the DC to detect via Spellcraft by +10. If the Spellcraft fails, the item’s powers are detected as additional minor evocation instead of necromancy.
It’s time for a double feature! DnD 4e and Pathfinder together!
Hostile Negotiations:Feat-You may use an intimidate check in place of a diplomacy check. Your DM may judge that you can not repeatedly use this feat several times in one conversation. If you fail a diplomacy check with an intimidate check, the result is as if you had failed an intimidate check.
Now time for DnD 4e
Skill Power (Intimidate) -Level 2
Effect:You may substitute an intimidate check for a diplomacy check. If you fail the check, the results are as if you failed an intimidate check.
Here is a quick one for Shadowrun
Hemophiliac: -15, Whenever you take physical damage, take an additional box of damage.
Its time for a Shadowrun Combo! Two penalties for the price of one!
Old Injuries: -10 to -30, for every ten points of penalty you take, reduce your number of physical hit boxes by one.
Easily Winded: -5 to -35, for every five points of penalty you take, reduce your number of stun boxes by one.
I’ve been watching some players and I think its time for some Pathfinder Feats
Agile Charge; Feat, Combat: you may charge over difficult terrain as long as you have the movement for the charge.
Broken Charge; Feat, Combat; requires Agile Charge and +4BAB: You may charge at a distance equal to your move after a normal move as a standard action. You take the normal penalties to this charge.
Quick Charge; Feat; Combat; requires Broken Charge and +8 BAB: You may charge at a distance of only 5 ft from an enemy. You only receive a +1 to the attack but still take the normal penalty to defense.
Broken or should have been built into the system? Thoughts?
It’s time for the daily post, and today it’s love for Shadowrun.
Electronic Interference-Negative Quality-5bp per level taken: For each level taken, the character and allies who use magic around the character glitch on one fewer dice showing one. This quality functions much like the Gremlins feat except for magic instead of technology.
I’ve been tooling around with ideas in my head about what to call these things, and from now on, daily posts are called the “The Daily Punch” and my Monday dumps will be called “The Weekly Combo”. I might start doing some small things throughout the week, and I’ve got some ideas about that.
So for the first Punch, let’s look at the Drow and what I saw last night. How about using feats in 4e to replace some powers with others, a la channel divinity?
Clinging Darkness-Feat-Required a arcane or divine power source-In stead of your cloud of darkness, you may instead use the Clinging Darkness power
Darkness clings to your enemy and prevents them from seeing you while allowing you and your allies to move in for the kill.
Encounter; Arcane or Divine; implement
Target: One creature in burst 1
Highest ability vs. REF
Hit: target is blinded (save ends)
Ok gang, thoughts?
Its time for another post and today has to deal with hybrids….
Cross training-Feat: Select one power you know; that power becomes a power for another class as well as the class it was originally part of, but does not change the power source of the power. This feat may be taken multiple times.
There are some great combos out there that are limited by the class a power comes from. Thoughts?
Here is a feat I saw was needed over the weekend for 4e…
Back to basics; Feat: Choose one at-will power you know; that power counts as a basic melee or ranged attack in addition to any of its other effects.
It’s that time again! This goes out to my ranged ranger Beastmasters out there…
Beast Action (11th Level): When you spend an action point to take an extra action, your beast companion marks one enemy in burst 5.
Hunters Targeting (11th Level): When your beast companion hits an enemy that you attacked with a range attack this turn or last turn, your beast companion does +2 damage (+4 at 21st level).
Beast Lure (16th level): When you make a ranged attack against an enemy marked by your beast companion, you gain a +1 bonus to your attack roll (+2 at 21st level).
Encounter beast, martial
Immediate Interrupt; Melee 1
Trigger: An enemy moves adjacent to your character
Primary Attack: Reflex+4 (+6 at 21st level) vs. AC
Hit: 1d10 and target immobilized (save end). Beast may shift up to speed to move adjacent to the triggering enemy. you may shift your speed.
Daily Beast, martial
Effect: Attacks against your beast companion from marked enemies take a -2 penalty until the end of the encounter.
Daily Beast, martial, weapon
Effect: Your beast companion marks an adjacent enemy until the end of the encounter, and you make a ranged basic attack against an enemy. If you hit, your beast companion makes a basic attack against an enemy. This second attack need not be against the same enemy. If your beast hits, you make a basic ranged attack against an enemy. This repeats until one of you miss or both you and your beast make five attacks.