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?

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%

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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?

Daily Punch Inspiring Voice feat for DnD 5e

Rogues will get two feats, but let’s not forget our friend the bard!  Here is a feat to dabble in his music.

 

Inspiring Voice

You know how to motivate and get the best out of your friends.  Gain the following:

  • Increase your Charisma or intelligence by 1, to a maximum of 20.
  • Choose one skill a bard gains at 1st level.  You are now proficient in that skill.
  • Gain the bard’s Bardic Inspiration class feature as a bard of your level.

Thoughts?

Ring Side Report-Board Game Review of Ashes: Rise of the phoenixborn

Product-Ashes: Rise of the phoenixborn

Producer-Plaid Hat Games

Price– $50 here http://www.amazon.com/Ashes-Rise-Phoenix-Born-Board/dp/B00Y4TYRGQ/ref=sr_1_1?ie=UTF8&qid=1453779380&sr=8-1&keywords=phoenixborn

Set-up/Play/Clean-up– 20-30 minutes (2 players)

Type-American

Depth-Medium

TL; DR-Amazing game, but needs more story. 94%pic2479679.jpg

 

Basics-There can only be one!  In Ashes, players each play a different phoenixborn-humans born with extraordinary powers that they used to defeat the darkness.  However, with the darkness defeated, the phoenix power wants to be in only one person, and the characters must battle for supremacy.  To do this, each player starts with a deck of 30 cards.  These decks can either be premade, drafted, constructed, or using the starting suggested decks.  Players also choose a phoenixborn to play.  This character has a power, life total, and how many spell and creature cards they can have on the field at one time.  Here is where this game departs from most dueling card games.  When building decks, player also select dice of various types.  These dice provide different kinds of magic power symbols to power your spells (think mana from Magic: The Gathering).  All dice have two generic symbols, four medium power die/magic specific symbols, and two very powerful die/magic specific symbols.  Players start by rolling their dice, and the player with the most generic symbols is the first player.  Players also choose their first five cards instead of randomly drawing them, setting up combos before the game even starts.

Turns are surprisingly simple.  Each turn is two steps in any order: main action or side action.  Main actions are attacking, playing or using a card that have a main action icon as part of their play cost, and pass.  Side actions are using a die’s power, meditating, and playing side action costs on cards or to play cards.  Of the above options, meditating and die powers are the newest additions to this part of card duel games.  Meditating is how the game minimizes the randomness of the dice.  As a side action, you can discard as many cards from your hand and field as you want and change the face of the same number of dice to whatever side you want.    Each type of die also has a card showing its faces.  These cards give you an ability where you can spend a die of the most power face to activate an ability like direct damage or adding to an attack.  Players take turns doing main and side actions until both players pass, thus one roll of the dice may be five or more turns.

Attacking is also an interesting change.  While the goal of the game is to eliminate the other player’s phoenixborn, who you attack is up to you.  If a player declares an attack on another character unit, then only units that have a special ability can block or the phoenixborn can block him or herself.  Also, being attack doesn’t automatically mean you can attack back.  A unit must declare it is attacking back, and that unit gains an exhausted token if it survives the attack.

A final change of note for this game is conjurations.  While a player has a small deck of cards, the player also has a stack of conjuration cards.  Some spells that player casts are set on the field, and a player can only have so many of these spell activated at a time.  These spell cards can be triggered again as long as they do not have an exhausted token on them.  Some spells produce conjuration-units not drawn from the base card deck, but from the player’s deck of conjurations.  These units work like usual units, but you can use your spell to conjure as many as you can field based on your phoenixborn.

After both players have passed as a main action, then players discard as many dice as they want, reroll all used and discarded dice, remove one exhausted token from each card in play, and change the first player.  Players draw up to five cards, losing one hit point for every card they can not draw, and the first player starts the next series of turns.  Last one standing wins!

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Mechanics– I’ve never been a serious duel card game player, but this one makes me want to play again.  Everything here feels right.  The dice give just enough randomness, but keep the problem of slow starting turns at bay.  I jump right into the fun with five cards I can use in hand, and a stack of dice to keep me going for fuel.  The spells and conjurations are interesting twists.  I love the use of a second deck of cards adds a new dimension to what’s here.  This is all the best parts of Magic with all of the annoying parts trimmed away.  The best analogy I have for this game is if Fantasy Flight and Wizkids remade Magic. 5/5

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Theme–  The comparison to Magic I made discussing mechanics continues into the theme.  This game has theme, but not enough background to really tell me what the heck is going one.  Are we on Earth?  What happened before? Why does it look like some people are from different times?  The basics of the story is something evil showed up and the phoenixborn kicked it to the curb.  Now the phoenixborn are driven to kill one another to drive the phenyx power to one person like the Highlander.  That’s not bad, but I’d like to know a bit more about any of the phoenixborn.  The phoenixborn themselves feel like planeswalkers from Magic, but I know about those people.  I don’t have much beyond three sentences to know these characters.  That hurts the game’s theme and story for me.  However, the cards do have theme and feel like they belong to one another.  Each character mechanics all feel different providing you different experiences with each deck of cards.  If this game gave me some more meat for the story, I’d be that much more into it. 4/5IMG_20151225_234622882.jpg

Instructions– The instructions are all well done, and they teach you the game quickly.  What’s more the book give you a QR code to watch a teaching video to help you learn as well.  However, there are some minor details that I feel the game buries like turns are not just one main action and one side actions, but instead are back and forth until someone passes.  It won’t keep you from playing, but it will keep you from enjoying your first game as you will quickly realise these small rules.  4.75/5

Execution– I love what’s in this box.  The cards are great quality cardstock.  The art is well done, and the game comes with enough components to make all the intro decks.  And again, the Fantasy Flight and Wizkids analogy holds true as the dice are top notch and have their own well done shapes, and there is no shortage of tokens for a card game.Plus, BAGS!  This game comes with enough bags to contain all the cards.  That right there warms my heart!    Want to see all the cards in the box?  Check out our unboxing video here: https://youtu.be/VncDEkhdvW0 5/5

Summary– This game is solid mechanics and execution with only slightly problematic theme and instructions.  I want to play this more, and the only problem I have is I want more words from this game.  If you put web fiction out there, I’d be completely on your side.  I want to know who the good guys are and maybe get a chance to play the bad.  While the story is a bit lacking, the game isn’t.  If you want to play a great card game, but don’t feel like having to put your house up for mortgage to finance a semi-decent Magic: The Gathering card deck, Ashes is the game you’re looking for.  It’s an amazing game that more people need to play. 94%

Daily Punch 1-18-16 Rogue Precision feat for DnD5e

And now it’s time for the rogue.  This one gets two feats.  Here is the first-

 

Rogue Precision

You have trained with the best, and it shows.  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.
  • Choose two skills you are proficient in.  You  gain the rogues Expertise ability with these two skills.

 

Thoughts?