FighterBarbarian Requirements You are wielding a two handed melee weapon.
You throw your whole body into a swing. Make a melee strike. If the attack hits, roll damage as normal, but for each die of weapon damage add your strength modifier again to damage thus a greatsword would add your strength twice not four times. Runes like striking add additional multiples of your strength modifier. You add any precision damage only once. This counts as two attacks when calculating your multiple attack penalty.
Cost: 3 magic points Casting time: Instantaneous You whisper a lullaby at a target. The target must be within ten yards of the caster. For the spell to take effect the caster must succeed in an opposed POW roll with the target. If the target is willing, there is no opposed check. If the caster succeeds, the target is put into a dream like state for 1d6 rounds and the caster say a destination. The target will then choose the best method to go to that destination and move in that direction. If this results in the target boarding trains or other modes of transportation where the target must interact with other people, the target will answer questions as is half asleep, but will still act normally. If the caster beats the target by two degrees of success ( a failure vs a hard success for example), the time increases to 1d6 hours. If the caster successes by three degrees of success, the time increases to 1d6 days. If the target is under the effect of this spell for at least one hour, the caster can decide if the dream like state is restful or a nightmare. If the caster chooses nightmare, the target must make a SAN check at the end (1/1d6). The target of this spell will not have any memory of the spell being cast or how they got to their destination.
Alternative names: Restful Travel, Terrifying Transportation, Sailor Mind Blank
Benefit: When an enemy hits you with a melee attack, you can immediately move 5 feet to any adjacent square that is not difficult terrain. This movement does not provoke attacks of opportunity.
Basics– Do you know your head from a hole in the dirt? Get some help from the old chummers! This book is an advice book about how Shadowruns go down. It’s written in the style of several older runners discussing how to properly do a job in the Shadowrun universe.
Mechanics or Crunch– If you want ANY crunch in this book like qualities or items, you will not be happy with this one. This book is NOT a sourcebook but it’s more a strategy guide of how to play. It’s fun, but know what you are getting into! -/5
Theme or Fluff– What’s here is good, but if you have a Shadowrun game, this might not be the most useful. The advice from the old guys is always a good place to start learning a game. But, if you are an old guy, then you won’t find much in this book. I enjoyed the material, but it is mostly things I learned listening to the older Shadowrun players. 4/5
Execution– PDF? Yep. Hyperlinked? Yep. Solid Art? Yep. Good layout? Yes. I’m pretty happy with this book, and I think Catalyst has learned from their past mistakes regarding layout and design. 5/5
Summary-This book is really designed for players who don’t yet have a group. If you have a dedicated Shadowrun group that has played multiple editions, then this won’t really give you much new information. If you know the game, then I might give this a pass. If you are new and looking for tips and tricks on how to play and do well, then this is gonna be a great book to learn the ropes. 90 %
Classes Technomancer 0 School evocation (sonic) Casting Time 1 standard action Range touch Targets one creature or object Duration instantaneous Saving Throw none; Spell Resistance yes
Description
You manipulate the sounds around you into a solid object and punch it into another target. You must make a melee spell attack against a target’s EAC. On a hit, the ray deals 1d4 sonic damage.
This one goes out to my brother the cleric who just never has enough actions to get that shield up in time!
Flailing Shield reaction general Feat 1
Trigger An enemy hits you with a melee Strike. Requirements You are wielding a shield.
You have this shield. You don’t use it much, but every once and a while you flail with it in the right direction! You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack. You can not use this feat again for an hour.
You open a small portal through the planes to pull a mote of concentrated darkness to assault your enemies. Make a ranged spell attack roll against the target’s AC. On a hit, the target takes negative damage equal to 1d4 plus your spellcasting modifier (double damage on a critical hit).
Heightened (+1) The damage to creatures increases by 1d4.
Shaped Charges are devices that are molded on to a grenade. As part of an action to draw a grenade, you can use a shaped charge as well. When you throw a grenade with a shaped charge, the grenade still targets a square, but it only damages targets in that one square. The grenade does not cause damage to any squares beyond the one hit by the grenade. When the grenade explodes, the shaped charge is destroyed as well.