Daily Punch 9-17-15 Schooled Sorcerer archetype for the arcanist in Pathfinder

Just finished the Pathfinder book Advanced Class Guide, and I have a few ideas I’d like to see from it.  Here is one for the Arcanist.

Schooled Sorcerer (Archetype)

You went to school like all other wizards did.  You hit the books hard, learned from the masters, and showed great promise, but you also had something else up your sleeve-you were a closet sorcerer.  You cultivated the talents in your own blood along side your own class-based studied.

Dual Focus(Su):  At 1st level, a schooled Sorcerer chooses a school of magic and a bloodline.  The arcanist also chooses either one to gain at a slower path.  For the one progressing at a normal pace, the Schooled Sorcerer gains all the benefits as described for that school or bloodline.  For the chosen ability gained at a slower pace, the Schooled Sorcerer gains the benefits of the school or bloodline as a wizard or sorcerer four levels lower than his or her actual level.

The archanist must select two additional schools of magic as opposition schools and has all the penalties of casting and preparing spells from those schools as a wizard would.  This ability replaces the arcanist exploits gained at 1st, 3rd, 5th, 7th, 9th, and 11th level.


Ring Side Report- RPG Review of the Advanced Class Guide

Product– Advanced Class Guide

System– Pathfinder

Producer– Paizo Publishing

Price– $ 40  here http://www.amazon.com/Pathfinder-RPG-Advanced-Class-Adventure/dp/160125671X/ref=sr_1_1?ie=UTF8&qid=1442939514&sr=8-1&keywords=advanced+class+guide


TL; DR– This books walks the balance, mostly. 90%

Basics-Why not a wizard/sorcerer?  Why not a ranger/rogue?  The Advanced Class Guide is the book to make that happen.  This book has 10 new classes, archetypes for almost every class, feats, and new spells.  This book is a giant resource of new ideas and abilities for the Pathfinder RPG focusing on hybrids of the other classes.  Here are the new 10 classes and the classes they come from:

Arcanist (wizard/sorcerer)

Bloodrager (barbarian/sorcerer)

Brawler (fighter/monk)

Hunter (druid/ranger)

Investigator (alchemist/rogue)






Mechanics or Crunch-This book has a hard job here, but it does it pretty well.  Every one of the new classes feels balanced if a little more powerful than the original classes.  It’s a fine line to walk, but overall it did it well.  Sometimes a few concepts are thrown in that muddy the water, without adding as much as you would expect.  A key example is panache, grit, and luck.  All three of these subsystems are almost exactly the same with characters gaining any combination of the three are able to combine the three into one giant pool.  That’s good for theme, but bad and confusing when players have to build characters.  The other extra additions like feats to splash new half classes into the original classes are done well, and the new archetypes and spells all feel fresh and new. 4.5/5

Theme or Fluff-This isn’t a book full of stores for the world of Golarion, but it does have some fluff.  Each class has a bit of story to it that helps introduce and mold the class and its use.  However, the stories are in a bit of a vacuum.  What’s there is great, but this book is designed to be plugged into any world.  It works well in that respect, but it’s a bit sterile.  Other books from Paizo focus on the story of each class in Paizo’s world, but this book doesn’t really do that.  4/5

Execution–  It’s Paizo-they know how to make a book.  Maybe a few more pictures, but for the amount of information, it reads quick and is entertaining. Paizo-they make good books! 5/5

Summary-I liked this book, but as the system grows, it get’s a little heavy and unwieldy. This book adds an astounding amount to the system and keeps it all in balance relatively well.  This is not a book to build stories off of though as what’s here is ok, but think of the addition in this book more like Legos-no real ideas by themselves, but together and with your own imagination they become awesome creations.  As for the book itself, it’s a Paizo book, so it’s done well.  If you want more character options in your pathfinder game, this is most definitely an awesome addition to your game but something that might upset the power level a bit.  90%

Daily Punch 9-16-15 Fell Blade magic item for DnD 5

Fell Blade

+1 , +2 , OR +3 slashing or piercing weapon, rare (+1), very rare (+2), or legendary(+3)

Only the most vile of masters can continue to use these blades.  This blade exudes a corrupting influence  upon your soul, forcing you over time to become more and more violent and sadistic.  In addition to the bonus to attack and damage the blade gives you, the blade does an extra 1d6, 2d6, or 3d6 damage, based on the item’s rarity, to any target hit by this weapon.  This extra damage also reduces the target’s total hit points by the amount equal to the extra d6 damage, and this damage cannot be healed by normal or magical means.  This damage may stack, reducing the target’s total hit points several times.  The reduced hit points can only be healed by a magic healing spell, and the caster must make a DC 15, 16, or 17 Charisma saving throw as part of the spell or the attempt fails and the spell is lost.  The reduced hit point total is healed last, and any magic healing cast on the target fails unless the caster succeeds at the Charisma saving throw.  Any character with a reduced hit point total can heal normaly, but will still have a reduced total hit points from the weapon.


Ring Side Report-Board Game Review of Wordariffic


Producer-Gorilla Games

Price– $ 15 but not available yet SOON!  http://gorillaboardgames.com/our-games/wordariffic-the-partyword-game/

Set-up/Play/Clean-up– 20 minutes (3-9 players)



TL; DR-Boggle and Cards Against Humanity’s baby. 98%


Basics-Do you find Scrabble too easy?  Do you want a party game that has the challenge of a word game and the fun of Cards against humanity?  Then, try Wordariffic.  This is an amazingly simple game that combines the two beautifully.  Players start with 10 cards.  Each of these cards have a letter in the corner and a list of 10 words.  Then, one player will flip a card from the draw deck face up and roll a 10-sided die.  The flipped card’s word that the 10-sided die rolled is the word of the round.  Next, players scramble to create a word that best describes the word of the round using the different cards from their hand of cards.  When each player finishes, they yell “WORD!” to show they are done.  Last player to do that is the judge for the round and is ineligible to win.  A player can also simple opt out and just discard cards to get new cards instead of trying to win that round.  The player with the longest word is awarded one chip, and the judge will award three chips to the best created word describing the round word.  Players discard the cards they used for the round, draw back up to 10 cards, and play continues until the pile of chips rounds out.  Player with the most chips wins!

Mechanics-I’m not a word nerd, but with this game, you don’t have to be.  Words can’t be longer than 10 letters, and for most words and rounds, the winner only spelt a four letter word.  That levels the playing field in a big way.  Also, the overall mechanics are simple enough that your average fourth grader could easily play this game, making this a surprisingly educational game.  Randomness and luck will determine the day, and just like Cards Against Humanity, the judge’s opinion might sway the vote far more than the word you put down.  But, this is a party game that plays in 20 minutes, so even a game that goes badly doesn’t necessarily mean a game that won’t be fun. 4.75/5

Theme-This is a party game, so it doesn’t really aim for a theme.-/5

Instructions– The rules are a page, not even a two-sided page.  What I described above is about as much as you need to know.  It’s easy to read, quick to understand, and fast to play. 5/5

Execution-I made an unboxing video of the parts here https://youtu.be/r1DCS1LvMPA.  Overall, it’s top notch.  What you get in the box is amazing.  The cards are good quality.  The chips and dice and nice, and everything fits back in after you open the box and components.  Also, THE GAME COMES WITH A BAG FOR THE CHIPS!  I can’t stress enough how much that makes me happy to see the components have a bag to put it away quickly.  5/5

Summary-I love this game, but a good chunk of you won’t.  Not because it’s a bad game, but because it’s a word and party game.  If you love Scrabble, want a party version for a ton of players, and the silliness of Cards Against Humanity, then this is the game you need to get.  If you don’t like Scrabble, Boggle, or especially Cards Against Humanity, then you will loathe this game.  For me, this is a great game.  I’m not a word nerd ( I love books, but I’m not an English PhD), but this is short enough for me to enjoy what’s here, and not long enough to overstay its welcome.  It’s a great addition to any party game line up.  98%

Daily Punch 9-15-15 Fast Healer feat for DnD 5e

Sometimes you need a battle cleric to roll in, heal, and stomp some orcs.  Let’s work on that.

Fast Healer

You are a master of healing and heading into the fray.  Gain the following benefits:

  • Increase your Strength or Constitution by 1 to a maximum of 20.
  • When you cast healing word, instead of healing a 1d4, you now heal 1d8.  All dice gained from casting at higher levels are also 1d8 also.


Daily Punch 9-14-15 Sealing Goo spell for DnD 5e

I’m reading the latest Forgotten Realms novel, and I have an idea from a spell I saw.


Sealing Goo

1st-level conjuration

Casting Time: 1 action or 1 reaction

Range: 50 feet

Components: V, S

Duration: 1 hour

You create sticky goo that seals a target within.  This spell can be used in two different ways.  If used against an unwilling target as an action, the targeted creature must make a Dexterity saving throw.  On a failure, the creature is restrained.  A creature can attempt to escape the goo with a Strength saving throw as a move or an action.  If used against a willing target as a reaction in response to the creature being damage, the target gains 1d6 temporary hit points as you seal the target’s wounds with the spell.  Only the wound on the creature is targeted, so the willing target is not restrained.  In either case if the spell duration ends, the target is freed from the goo.  The goo has 10 hit points and is resistant to bludgeoning and piercing damage, but vulnerable to fire damage.  If the goo is removed from the willing target and the target still has temporary hit points, all temporary hit points are lost.

At Higher Levels. For each spell slot cast higher than 1st, increase the hit points of the goo by 4 and the amount of temporary hit points granted by 1d6.



Daily Punch 9-11-15 Force the Blade feat for Pathfinder

I love Power Attack, but I’d like to go in reverse.  Let’s see what we can do.

Force the Blade (Combat)

You grit your teeth and force the blade through armor sacrificing damage for accuracy.

Prerequisites: Str 13, base attack bonus +1.

Benefit: You can choose to take a –2 penalty on all melee damage rolls to gain a +1 bonus on all melee attack rolls. This penalty to damage decreased to a -1 penalty if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –2 to damage and the bonus to attack increases by +1.  These bonuses and penalties are modified for two handed weapons as above.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus to hit does not apply to effects that do not deal hit point damage or non-weapon damage rolls.