Daily Punch 6-6-16 Student of Loki bardic college for DnD 5e

We’re working our way through giant themes for characters, so today is bards!  I think bards would get a little Loki touched with a new bardic college…..

Student of Loki

Some bards learn from time honored traditions, some get an education in buildings where the elders teach the young, and then some like you get a little more “hands on” training.  Your master isn’t exactly kind, nice, or clear in his instructions, but he does grant you more power than you thought you would ever have.

Silver-Tongued Devil

When you start receiving instruction from Loki at 3rd level, you gain expertise as a rogue in Charisma(persuasion), Charisma(deception), and Wisdom(insight).  Double the number of bardic inspiration dice you receive.

Master of Illusion

Also at 3rd level, you learn the secrets far beyond most others, but only to lie to others.  Add all illusion spells on the wizards spell list to the available spells you can cast.

Believe Your Own Lies

At 6th level, you learn the secret of being the best liar-believe your own lies.  When you cast a spell, you can spend two bardic inspiration dice to cause the target to have disadvantage on any saves for that spell.  You must spend two dice per target of the spell.

Learn the Masters Touch

Starting at 14th level,  the master has finally taught you the true ropes. When you make a Charisma check, you can expend one use of Bardic Inspiration to gain advantage on the roll.

Daily Punch 6-3-16 Thor’s Tribe berserker primal path for DnD 5e

DnD is launching a new season where the players will fight giants.  I think it’s time for every class to get something dedicated to fighting the giants.  Let’s start with berserker!


Path of the Thor’s Tribe

Long ago a man, maybe a god, fought the giants.  The giants are now on the outskirts of society, but the man’s people are still here.  Those who follow this hard path know the ways to make the tall bend their knees!

Swing Up

Starting when you choose this path at 3rd level, you gain the ability to make the tall fall hard.  When raging, double your rage damage bonus against creatures that are at least one size category larger then you.

The Hammers of Thor

Beginning at 6th level, you’ve begun to learn the true traditions of your forefather.  When you wield a weapon that does bludgeoning damage, it can be used as a thrown weapon with a range of 60/120, does electric damage with used both as a range weapon or a melee weapon, and at the end of a range attack returns back to to the wielder’s hand.

Charge of the Ram

Beginning at 10th level, you uncover the secrets of the leader’s pack animals.  As an action, you can move up to your speed, make an attack, and on a hit do four times your normal strength or dexterity modifier damage on a successful hit.

Armor of the Allfather

Starting at 14th level, you gain the armor of your forefather’s father.  You gain resistance to all weapon damage from creatures that are sized larger than you.

Ring Side Report-Board Game Review of Evolution


Producer– North Star Games

Price– $40  here http://www.amazon.com/dp/B00NP7EWNG/ref=sr_ph?ie=UTF8&qid=1465139323&sr=1&keywords=evolution

Set-up/Play/Clean-up– 1 hour (2-6 players)



TL; DR-It feels like it evolves during play.  97.5%


Basics-  Time for survival of the fittest!  In Evolution, players take the roles of different species trying to survive the best they can over time.  At the start of each turn, a player is dealt three cards plus one for each species they control.  If a player doesn’t control any species, that player automatically is given one species with the lowest possible statistics as a catch up mechanism.  Each card a player receives has a name, picture, a power, and a number on a leaf in the bottom corner.  The leaf number indicates how much food will be found in the watering hole, a cardboard place holder in the middle of the table, that round.  With their remaining cards, players can power up their species.  Each species has a population marker and a body size marker.  Population is the maximum food that that species can take each turn, and body size is used in defense.  The cards a player has can be played on a species to permanently provide that power, or the card can be discard to increase the body or population by one of a species species or create a new species with a body and size of one.


After each all players have played cards, then the real fun begins.  The first player reveals the cards in the watering hole, and places more food based on the leaf numbers of all the cards.  Then, starting with the first player, each player takes one food from the watering hole.  Powers may affect the amount of food takes as some powers take more for the one species or cause another species to take foods as well.  However, one power that a creature can have is carnivore.  Carnivores do not eat plants but other species!  A carnivore attacks another species, yours or another players, and gains food equal to the attacked species’ body size all the while reducing that species’ population by one.  Carnivores can’t eat creatures that are bigger than themselves, and some powers will protect creatures in play as well.  But, the main advantage of carnivores is they do not need food from the watering hole as they food comes from the bank itself.  Play continues until every species around the table has food equal to its population or there is no more food in the watering hole.  If your species didn’t get enough food, you have to reduce your population to the amount of food it did get!  All food you did collect is placed into little bags for end game scoring.  Then, the first player marker passes to the next player.

The game continues until, when dealing cards, you have to shuffle the discard pile to have enough cards to hand to all the players.  When that happens, it is the last round.  After finishing the round, you score points for each evolution trait card on a species, the species population, and all the food tokens you collected during the game.  The player with the most points wins and is the king of the jungle!


Mechanics-I love how quick and easy this game is.  It’s fast, fun, and easy to pick up.  Nothing is overly complicated, but the game isn’t a puff piece either as the diversity here makes every decision important.  When giving up a card to increase your body size, you really have to consider if that card would be better providing its trait to your species, or do you need to increase your population to gain food.  That’s just enough brain burning fun to keep you engaged, but not too much to make you not have a fun, quick game.  My only major complaint is that there is a runaway victor problem.  If a player gets too many species with the right traits, that player might run away with the number of card he or she gets ruling the game from the start and be almost unbeatable.  It’s not self correcting problem as other players will have to fix it. 4.75/5

Theme-This game feels like it evolves.  I start a carnivore, then the rest of the table evolves to fight carnivores, and a few crazy people find ways to eat as well by playing cards like “scavenger” to eat when a creature dies.  Don’t play a carnivore?  Then the tables moves to find ways to eat quicker and get the food before you get a piece.  It’s an arms race in both the biology and card playing, and I love it.  5/5

Instructions-The rules are not bad by a long shot, but I felt like I missed a few small, key details when I read and then played the game.  How carnivores eat and where some food tokens come from are a little vague, but it’s not crucial fault in having fun or understanding how to play the game.  As you saw above, the rules are not complicated.  Once you have them down, you’ll be in good hands.  Getting there isn’t hard, but possibly give the rules a second reading to make sure you have the finer points.  The rules do have a larger description of all the trait cards, and I really liked that addition as well.4.75/5

Execution-What’s in the box is awesome.  I love the cards, the art, the wood dino that is the first player token, and even the bags to contain your food/points.  I’ll even let the Lisa Frank inspired art pass as it looks cool on the the creatures.  If you want to see all the pieces of the game, check out my unboxing here https://youtu.be/QJe0e113Ljs.    5/5

Summary-The best way to summarize this game is to repeat what my brother said after his play “Can we do that again?”  This is an awesome game that plays quick, makes you think fast, and is a pure pleasure to play.  I felt like I was several creatures trying to survive while dealing with cruel fate for food.  I never felt like I couldn’t win or my choices didn’t matter.  If you love evolutionary science or hobby gaming, this is a great game that connects the two in an amazing way.  Can’t wait to play this one again, and I think I will soon as it teaches quickly as well. 97.5%

Daily Punch 6-2-16 Giant Hunter feat for DnD 5e

We just had a massive reveal for the next season of DnD.  Let’s build off that!


Giant Hunter

You are trained to take down the large.  Gain the following benefits:

  • When you attack a creature with the type of giant with either magic or weapons, increase your proficiency bonus by 2 for the attack and increase the damage dealt, if any, by your new proficiency bonus.
  • When you perform a skill check against a creature with the type of giant, increase your proficiency bonus by 4.  These checks can vary from a Wisdom(survival) to track or to a Charisma(intimidate) to intimidate the creature.




Daily Punch 5-31-16 Bitter Pill spell for Pathfinder

Bitter Pill

School conjuration; Level alchemist 1, bard 1, cleric/oracle1, druid 1, inquisitor 1, paladin 1, ranger 1, shaman 1, witch 1


Casting Time 1 standard action
Components V, S


Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); Spell Resistance yes (harmless)



You fill the target with crippling pain and emotions as you take whatever affects them, doubles its effects  and half the duration.  If the target is bleeding, blinded, confused, cowering, dazed, dazzled, deafened, disabled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, stunned, or unconscious for a duration of less then 6+ 1/2 your level rounds, you can cut the duration in half (rounded down to 1 round), but the target loses all action each turn during those rounds (including swift and attack of opportunity).  Unless the condition also makes the target helpless, the target is not considered helpless and defends itself as normal under those conditions.  It can be moved, but may not move itself.  If the duration of the effect is ended on a save, this spell has no effect.