Daily Punch 9-27-16 Slippery feat for Pathfinder

How about another quicky feat from this weekend?



You twist, turn, and avoid almost anybody who tries to hold you.

Benefit: You gain a +8 bonus to CMD against grapple attempts.  This bonus only applies to grapple attempts and not to any other action that would result in you being grabbed  such as a saving throw from a spell or effect.




Daily Punch 9-26-16 Planted feat for Pathfinder

Where have you been Ed?  Working on “things”…  Here is a feat!



It’s almost impossible to knock you down.

Benefit: You gain a +8 bonus to CMD against trip attempts.  This bonus only applies to these attempts and not to any other action that would result in you falling prone such as a save from a spell or effect.




Daily Punch 9-14-16 Bend the Blade ki feature for DnD 5e

How about one in the same vain as Crack the Shell for but weapons?

Bend the Blade

You can spend 1 ki point after you make an strike that hits to attempt to break a foes weapons, hands, or claws.  The attacked creature must make a Strength saving throw or take a -2 penalty to one of its weapons.  A creature may only be under one of this effect at a time.  The creature can have its weapon repaired normally, through the use of a mending spell, or in the case of natural weapon have a healing spell cast upon it.  A foe can pick up an identical copy of this weapon and be free of this penalty as well.

Daily Punch 9-13-16 Crack the Shell ki feature for DnD 5e

I like the idea of playing with AC.  Let’s see if I can keep that going in 5e



Crack the Shell

You can spend 1 ki point after you make an strike that hits to attempt to sunder the foes armor.  The attacked creature must make a Constitution saving throw or have its AC reduced by 2.  A creature may only be under one of this effect at a time.  The creature can have its armor repaired normally, through the use of a mending spell, or in the case of natural armor have a healing spell cast upon it.



Daily Punch 9-12-16 Crack the Shell feat for Pathfinder

How about a way to take down armor as a monk in Pathfinder?


Crack the Shell (Combat)

Prerequisites: Improved Unarmed Strike, Ki pool class feature, Wis 13

Benefit: You learn how to channel your ki into the armor of another to devastating effect.  When you make an unarmed strike, you may declare you are using this feat and may spend up to 1 ki point per three character levels.  If you  successfully strike the target and the target takes damage from the blow and the creature must attempt a Fortitude saving throw (DC 10 + 1/2 the character’s level + the character’s Wis modifier).  On a failure the armor takes damage equal 5 times the ki points spent.  If the saving throw is successful, the target’s armor is unaffected.  Creatures with natural armor  have the bonus from their natural armor reduced by the number of ki points, up to to the natural armor bonus.  After a week of natural rest or healing magic the natural armor bonus returns.  If the target as multiple armor bonuses from natural and artificial armor, you may choose which one to attack.



Ring Side Report- RPG Review of Torment: Tides of Numenera-The Explorer’s Guide


ProductTorment: Tides of Numenera-The Explorer’s Guide


Producer-Monte Cook Games

Price– $40.00 here https://www.amazon.com/Torment-Tides-Numenera-Explorer/dp/193997951X/ref=sr_1_fkmr0_1?ie=UTF8&qid=1473811918&sr=8-1-fkmr0&keywords=Torment%3A+Tides+of+Numenera+-+The+Explorer%27s+Guide

TL; DR-What I want in a video game tie in book. 97%

Basics– Are you excited about Torment, the computer game?  Do you want to run your Torment Numenera tabletop game?  Torment:Tides of Numenera-The Explorer’s Guide would best be described as the “companion” book based on the video game for the Numenera tabletop RPG.  It’s  DEFINITELY NOT a strategy guide, but it does have new mechanics and world building so you can play the compute game at your table.

Mechanics or Crunch-This might be the weakest part of the book, but that’s like finding a single spelling error in a classic book.  What’s here is good.  It’s new, it’s fun, and it’s well done.  There are the expected things to help build out the blanking blank who blanks as well as cyphers and artifacts, but there is also a whole new social interaction system built on how the characters act.  It’s a small thing as it doesn’t need to be added, but it’s something GMs can make as big or as small as they like.  My one complaint is there isn’t more blanking blank who blanks options.  It’s minor though. The system doesn’t need a book of feats as much as it needs flavor. 4.5/5


Theme or Fluff-There might be more in this book about one small section of the world than there was in the core book.  I am absolutely serious.  I love the depth put in this book.  The small piece of the world that the game covers get’s a massive world building.  Here is the rub-as a GM for the game, you will have all the information you need.  As a players, there might be almost too much as it could spoil the game or even the video game.  That…is the proper amount of information for me to run an RPG.  I kickstarted the video game, but my wife and I are more excited to get this to the table with our Cypher group.  5/5

Execution-Cypher system has the best use of space of any RPG I’ve read.  You describe a fearsome adversary in the text, and the stats are less than a tweet in a sidebar.  Describe the use of a little used rule in the text, and a sidebar lists where the rule is in the core book.  MORE COMPANIES NEED TO DO THIS!  As for the layout, its great.  Few pages have too much text, but there is enough art, either hand drawn or game images, to balance out the reading.  I loved reading this book. 5/5

Summary– I was asked to review this book, but give the direct warning that “this is not a strategy guide.”  that is absolutely true, but what this book is amazing.  It’s full of crunch, fluff, and is well made.  I get new mechanics to play in a new part of the world.  I love everything about this book.  My one problem is I want more.  If there were a bit more character options, I’d be in heaven.  If you’re getting the video game, if you love the cypher system, or if you just want a well done splat book for Numenera, don’t pass this up.   97%

Daily Punch 9-9-16 Dissolving Touch spell for Pathfinder

How about more fun with acid in Pathfinder?

Dissolving Touch

School conjuration (creation) [acid]; Level bloodrager 1, magus 1,sorcerer/ wizard 1, summoner/unchained summoner 1


Casting Time 1 standard action
Components V, S, M(a glob of eel slime)


Range touch
Target object touched
Duration instantaneous
Saving Throw yes; Spell Resistance yes

You cover your hands in a slime that dissolves objects.  You can touch 1 object per two caster levels (minimum 1, maximum 5 objects).  That object must make a Fortitude saving throw.   If the target fails its Fortitude Saving Throw, it gains the broken condition. If cast on a broken item, that item is destroyed on a failed save.  Constructs are not affected by this spell.

Daily Punch 9-8-16 Summon Ooze Spell for DnD 5e

ED CONTINUES TO DEMAND MORE OOZES!  Also, how about a slightly different way to summon.  I think conjurers (conjuration based wizards) need to keep up with Druids.  Let’s make that happen!


Summon Ooze

2th-level conjuration

Casting Time: 1 minute

Range: 30 feet

Components: V, S, M (a 1-ounce glass jar of acid)

Duration: Concentration, up to 1 hour

You call forth an ooze servant. An ooze of challenge rating 1/2 or lower to appears in an unoccupied space within 10 feet of a point in range.

The ooze disappears when it drops to 0 hit points or when the spell ends.

The ooze is friendly to you and your companions for the duration. Roll initiative for the ooze, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the ooze, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the ooze doesn’t disappear. Instead, you lose control of the ooze, it becomes hostile toward you and your companions, and it might attack. An uncontrolled ooze can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The GM has the ooze’s statistics.

At Higher Levels: When you cast this spell using a spell slot of 3th level or higher, increase the challenge rating of the summoned ooze to 1 if you use a 3rd level spell slot and by 1 thereafter for each slot level above 3th.

Daily Punch 9-7-16 Rainbow Blob creature for DnD 5e



Rainbow Blob

Large ooze, unaligned

Armor Class 8

Hit Points 115 (11d10 + 55)

Speed 30 ft.

20 (+4) 6(-2) 20(+5) 3 (-4) 1 (-5) 8 (-1)

Skills Intimidate +5

Damage Resistances acid, cold

Damage Resistances fire

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 5


Challenge 6 (3,900 XP)

Special Traits

  • Amorphous: The ooze can move through a space as narrow as 1 inch wide without squeezing.
  • False Appearance: While the ooze is in water, it looks like it is an oil slick.
  • Oil Coating: Creatures struck by the ooze are covered in oil if they fail a saving throw.  This oil can be removed at the end of their turn without an action with a successful Dexterity saving throw (DC 14).  If the target spends an action to remove the oil, the saving throw is performed with advantage.
  • Fire Form: If the ooze is dealt fire damage, the ooze takes no damage, but starts on fire.  It’s attack now deal fire damage, and any creature struck by the ooze that fail their Dexterity saving throw (DC 14) now are lit aflame and take 10 (2d10) fire damage at the start of their turns.  Creatures covered in oil perform this save with disadvantage.  They can remove the fire damage as normal to remove the oil coating.


  • Pseudopod: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:  11 (2d6 + 5) bludgeoning damage, and if the target must make a dexterity saving throw (DC 14).  On a failure the target is coated in oil.
  • Spray (Recharge 4-6): All creatures in 30 feet are sprayed with oil. Each creature in that area must make a DC 14 Dexterity saving throw or it is covered in oil.
  • Self Immolate:  The ooze can start a fire on itself activating fire form above.   All creatures in 30 feet are attacked with a ball of fire dealing 24 (8d6) fire damage. Each creature in that area may attempt a DC 14 Dexterity saving throw to reduce the damage by half.  Creatures covered in oil make this save with disadvantage.  Anything covered in oil that takes fire damage is lit on fire and takes damage as per the fire form trait.  The ooze can end being on fire with a bonus action on its turn.  The ooze cannot use Self Immolate if it is currently on fire or on a turn it ended being on fire.


This ball of ooze appears to look like a shimmering rainbow.  The rainbow is a trick of the light as the ooze is made of flammable material the shimmers.  Those who use fire on this creature soon regret their final action.

Daily Punch 9-7-16 Lock Tight cantrip for DnD 5e

How about an enchantment cantrip?


Lock Tight

enchantment cantrip

Casting Time: 1 action
Range: 50 feet
Components: V, S
Duration: 1 round

You fuse a subject to the floor it stands upon as well as locking its joints momentarily.  The target of the spell must make a Strength saving throw.  On a failure, the target can not move for one round and it has disadvantage on the next attack it makes.