Let’s go to full power!
Major Eldritch Might
Prerequisites: Key ability score 17, caster level 16th, 16 levels in a class with a class spell list, eldritch might
Benefit: Choose one 0-level spell you have associated with eldritch might. When you deal damage with that spell, increase the damage by your level. This replaces the damage bonus from eldritch might.
Special: For every 3 levels by which your caster level exceeds 12th, you can take this feat an additional time and choose a different spell as the target that also is associated with eldritch might.
I want viable cantrips post level 1. Let’s work on that
You can’t beat the classics.
Prerequisites: Key ability score 15, caster level 6th, 6 levels in a class with a class spell list.
Benefit: Choose one 0-level spell you have that deals damage. When you deal damage with that spell, increase the damage by 1/2 your level.
Special: For every 3 levels by which your caster level exceeds 6th, you can take this feat an additional time and choose a different spell as the target.
Product– Colonel Bull’s Body
System- Any system but fits well with Savage Worlds/Deadlands
Producer– Dragonlaird Gaming
TL; DR-A great intro to Deadlands. 98%
Basics– THE DEAD WALK! A friend of yours has died, but now some see horrors off in the distance. You don’t care either way as getting his body back for burial nets you a massive pay day. Can you find his body and get your money?
Mechanics or Crunch– Solid work here for a fantasy cowboy game and fits well into a Deadlands game. There is investigation, combat, and roleplaying in equal measure here so all three pillars of a good session are on display. This is just good, well done crunch. 5/5
Theme or Fluff– More solid work here by Dragonlaird for their story. My one, very slightly negative point is that it’s similar to a predictable Deadlands plot. There is always some evil sorcerer guy off-screen doing a bad. That’s why this feels like Deadlands, but it could be a bit too predictable for your hardcore Deadlands fan as not much comes out of left field. 4.75/5
Execution– Dragonlaird excels again with their making of a nearly flawless book. Hyperlinks, layout, text size, scannability, art-everything is just on point. My one issue is cost. It’s 8 bucks. Not horrible, but it’s that much for about one solid or two shorter four hour sessions. But, you are getting what you pay for with this one. 4.9/5
Summary– I’ve always wanted to get deeper into the old west and while not a Deadlands product, it would lead you deeper into it. It’s an interesting world, and it takes advantage of the Savage Worlds rule set. Colonel Bull’s Body is an excellent intro adventure for both. It’s got classic cowboy fantasy themes and solid mechanics. Your older Deadlands fans might not get as much out of it, but for those looking for a good intro to the fantasy cowboy world or a solid session, this would be a great one to pull out for game night. The price is a bit high, but you are getting what you pay for with this product in terms of art, design, and layout. Another great product by Dragonlaird. 98%
Not sure why I’ve been obsessed with throwing explosives in games lately, but here is the last one for a bit.
You might not be on target but it goes where you want.
Prerequisites: base attack bonus +3.
Benefit: When you make an attack with a grenade or thrown weapon and miss, you roll both which way object bounces and how may squares it bounces twice and you take whichever result you want.
Cool guys never look at explosions!
Lobber Feat 6
Why be where your enemies can get you! DUCK! When you attack an enemy with an alchemical bomb and are around a corner or behind concealment and can not see the enemy nor the enemy see you, you roll the flat check for the enemy being hidden or concealed twice to hit the enemy with your attack, taking the better result.
Just throw something!
You’re good at throwing over ridges and corners! When you attack a concealed creature you are aware of with a thrown weapon, you do not take disadvantage on the attack roll.
How about something for the inventor? let’s throw some bombs around!
- Bomb Launcher: You’ve equipped your creation with some explosives. A number of times per day equal to half your level, your creation can throw a bomb 30 feet as two actions dealing 1d8 acid, fire, cold, or electric damage ( chosen when you throw the bomb) and 1d4 splash damage of the same type. You must have the Projectile Launcher modification to select this modification.
How about some psychic damage for divine?
Weight of Their Sins
Casting Time:1 action
The weight of a creature’s misdeeds crush a creature’s mind within range. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage and a -1 penalty to any attacks or saves it makes for one round.. The target gains no benefit from cover for this saving throw.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).