Daily Punch 1-27-16 Spike Trap spell for DnD 5e

Back when I played WoW, my favorite class was the ranger.  I like traps and pets.  We’ve got pets, now how about some traps…  Let’s make a level 1 spell to help do that.

 

Spike Trap

1st-level conjuration

Casting Time: bonus action

Range: 50 feet

Components: V, S

Duration: 1 minute

You select a 10 foot by 10 foot area in range.  That area is now filled with a small spike trap.  It is hidden but can be seen with a Wisdom(perception) or Intelligence(investigate) check (DC equal to your spellcasting DC).  The first creature to enter that area must make a Dexterity saving throw.  On a failure it is restrained and take 2d6 piercing damage as its feet are impaled by the spikes in the area.  On a success, the creature takes half damage and is not restrained.

 

 

Thoughts?

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Daily Punch 1-26-16 Magic Master feat for Pathfinder

Last feat in this feat chain for Pathfinder

 

Magic Master

You’ve gone as far as an outsider can go.

Prerequisite(s): Magic Acolyte

Benefit: You gain the ability to cast your 2nd level spell from Magic Acolyte one more time per day.  Choose one 3rd level spell from the spellcasting class you selected from Magic Dabbler.  You can now cast that spell one time per day as per the rules of that spell and the spellcasting class you selected previously.

Special: You may not use these spells to qualify for a spellcasting class or prestige path.  If you gain levels in a spellcasting class, archetype or prestige path, you lose this feat and must retrain as per normal rules.

 

thoughts?

Daily Punch 1-25-16 Magic Acolyte feat for Pathfinder

More Pathfinder in the same vain!

 

Magic Acolyte

Now you’ve gained some serious power.

Prerequisite(s): Magic Beginner

Benefit: You gain the ability to cast your 1st level spell from Magic Beginner one more time per day.  Choose one 2nd level spell from the spellcasting class you selected from Magic Dabbler.  You can now cast that spell one time per day as per the rules of that spell and the spellcasting class you selected previously.

Special: You may not use these spells to qualify for a spellcasting class or prestige path.  If you gain levels in a spellcasting class, archetype or prestige path, you lose this feat and must retrain as per normal rules.

thoughts?

Daily Punch 1-22-16 Magic Beginner feat for Pathfinder

Let’s keep the hits rolling with more magic for the mundane classes!

 

Magic Beginner

Your training is starting to pay off!

Prerequisite(s): Magic Dabbler

Benefit: You gain the ability to cast one more zero-level spell from Magic Dabbler.  Choose one 1st level spell from the spellcasting class you selected from Magic Dabbler.  You can now cast that spell one time per day as per the rules of that spell and the spellcasting class you selected previously.

Special: You may not use these spells to qualify for a spellcasting class or prestige path.  If you gain levels in a spellcasting class, archetype or prestige path, you lose this feat and must retrain as per normal rules.

 

thoughts?

Daily Punch 1-21-16 Magic Dabbler feat for Pathfinder

I haven’t done Pathfinder feats in a while, so let’s do a string of them.  How about some feats to get you spellcasting (slightly) when you don’t normally do that?

 

Magic Dabbler

Your training might not be much now, but it’s a start!.

Prerequisite(s): Must not be part of a spellcasting class

Benefit: Choose a spellcasting class that you qualify for.  You learn two zero-level spells of the class and can use them a number of time per day equal to the ability modifier used for spell casting in that class.  You cast these spells as if you were a member of that class and must follow the spellcasting requirements of these spells and class.  Your character level is your level in a spellcasting class for all level dependent parts of any spells.

Special: You may not use these spells to qualify for a spellcasting class or prestige path.  If you gain levels in a spellcasting class, archetype or prestige path, you lose this feat and must retrain as per normal rules.

 

thoughts?

Ring Side Report- RPG Review of Pathfinder Society Scenario #7–12: The Twisted Circle

 

 

Product-Pathfinder Society Scenario #7–12: The Twisted Circle

System–  Pathfinder

Producer– Paizo

Price– $4 here http://paizo.com/products/btpy9hgz?Pathfinder-Society-Scenario-7-12-The-Twisted-Circle

TL; DR-Too many ingredients spoil this soup. 70%

PZOPSS0712E

Basics-A Pathfinder has vanished, and you must solve the mystery of the xenophobic town!  This adventure delves into the Mana Wastes as you try to uncover why a small town is prospering while all around them die, and they must hide their children.  Will you find the lost Pathfinder before it’s too late?

Mechanics or Crunch-This adventure is somewhat short and doesn’t add a new mechanic like some other PFS scenarios.  However, the fights that do happen here can be a real pain.  This is designed for levels 1 to 5, but the first fight is a swarm.  That right there can wipe a party of level 1’s, and that fight is for the low tier.  Aside from that, the adventure isn’t bad, but it’s a pain to have to pull punches if the players are new to the game or if they are new Pathfinders in general.  Also, this mod does some good things like providing the characters with scrolls they may need, but without a caster or the sense to use the tools they get, players will miss 70% of what going on as plants and talking to them play a big role in this one. 3.5/5

 

Theme or Fluff-The story of this adventure is a bit scatter shot.  Nothing here is horrible, but some parts involve a random evil bad guy, another involve some plant monsters, and finally, the town has it’s own strange role to play.  It feels like this adventure goes into too many directions instead of focusing on one group of monsters or theme.  As a GM, I was a bit lost.  There is a lot of fun stuff here, but as a GM you have to keep a ton of balls in the air to have a payoff.  And, if you team isn’t on their game they might miss too much to really get the main beats.  Too many ingredients spoil this soup.  3/5

Execution– Overall, this has all the standard Pathfinder Society polish.  Everything get’s laid out well enough to keep you running quickly and efficiently.  I think there are a few too many pages of just text to bore the reader and prevent quick skimming, but overall this is a decently laid out adventure, Paizo’s bread and butter.  4.5/5

Summary-This isn’t bad, but this won’t be on the top of any of my lists.  It’s a simple enough adventure that has possibly bad enemy choices as well as a bit too convoluted plot.  It’s easy enough to run, but not something that you may want to run.  If you LOVE the Mana Wastes and Pathfinder Society, you will enjoy this.  If you just want a 4 four hour adventure for your local PFS group, this might not be the best adventure for you to pick out.  70%

Daily Punch 1-20-16 Backstab feat for DnD 5e

Ok, back to the rogue, and this time we do some damage!

 

Backstab

Why fight fair?  Gain the following:

  • Increase your Dexterity or intelligence by 1, to a maximum of 20.
  • Choose one skill a rogue gains at 1st level.  You are now proficient in that skill.
  • You gain the rogue’s sneak attack ability as a rogue of your level.  You may only use it a number of times equal to your Dexterity modifier and regain this ability after a long rest.

 

Thoughts?