Remember to stretch!
Armor Flexibility
you move much more flexible than they think you can!.
Prerequisites: Armor Adjustment
Benefit: Decrease your armor check penalty by 2.
Thoughts?
Remember to stretch!
you move much more flexible than they think you can!.
Prerequisites: Armor Adjustment
Benefit: Decrease your armor check penalty by 2.
Thoughts?
Let’s keep moving with this idea.
Archetype
Archetype Eldritch Armor
Prerequisites Eldritch Armor Dedication
You funnel excess spell energy into protecting yourself. If you spend two actions casting a spell or use an ability or feat to reduce actions required to cast a two action spell and cast a spell,, you gain a +2 circumstance bonus to AC until the start of your next turn.
Let’s get better at armor!
Just got a stretch a bit!.
Prerequisites: Character level 5th.
Benefit: Increace the maximum dexterity of any armor you wear by 1.
Thoughts?
My brothers want to play wizards in plate. Let’s make this happen!
Archetype Dedication
Archetype Eldritch Armor
Prerequisites Spell casting ability for 1st level spells, Spell Casting Ability 12
You are not the most physically imposing person, but you have learned how to muster magical power to enhance your physical abilities. You can use your spell casting ability modifier up to 12 for wearing armor in place of your Strength score. You gain the armor proficiency general feat for light armor. If you are already trained in that feat, you gain a +1 circumstance bonus to the skill associated with your spell casting tradition instead..
Special You cannot select another dedication feat until you have gained two other feats from the Eldritch Armor archetype.
Thoughts?
Product– Pathfinder Adventure Path #181: Zombie Feast (Blood Lords 1 of 6)
System– Pathfinder 2nd Ed
Producer– Paizo
Price– $26.99 here https://paizo.com/products/btq02dvp?Pathfinder-Adventure-Path-181-Zombie-Feast
TL; DR– Unleash the undead! 97%

Basics– The hunger never ends! This book starts the Blood Lords adventure path and provides information on new spells, an archetype, factions of the adventure, and the city of Graydirge.
Mechanics or Crunch– This adventure plays well. The monsters are right about where they need to be for combat, and the mix is fun. The new archetype is interesting, and the spells are something my players (who accidentally stumbled upon them on Archive of Nethys) already wanted. My one major issue is factions. Factions are done as well as they can be, but I feel it’s not well supported by the whole system. You can move up or down in the factions’ esteem, but I just can’t shake the feeling of, “Who cares?” I don’t have the mechanical background of why I want to make people like me in each faction. It’s a minor thing that I feel will build up more in the upcoming adventures. 4.5/5
Theme or Fluff– This is a a solid story. The story is fun, and my players had a blast playing in it. I felt equipped enough to make the characters and locations interesting. The world is fleshed out enough to make it a fun place to play, and all the new things are introduced well enough to make me either intrigued enough or disgusted enough in them to have a blast. 5/5
Execution– Welp, it’s Paizo and they made a book. Paizo is one of the industry’s best layout people, and this is no exception. It reads well, easily, and quickly. Hyperlinks make it a quick thing to read through and scan through. Solid work here. 5/5
Summary– My brother is the one who got me interested in this adventure path, and I am glad he did. It’s a fun story with new toys for both the GM and players that is just put together well. My one issue is a more system-wide issue of factions and influence, but that’s the one thing I can point to as something that just makes me unhappy with this product. My players and I can’t wait to hop into the next one ASAP! 97%
Let’s move this idea to Starfinder!
Your magic power extends beyond yourself
Prerequisites: Spell casting, Spell casting ability score 15
Benefit: Any spell that you cast that has a range of personal can be cast as a touch spell on a willing target. All other aspects off the spell remain the same.
Thoughts?
Players want to help each other, but spells you cast on yourself can’t target others… till now!
General Skill
Prerequisites expert in Arcana, Nature, Occultism, or Religion
Frequency once per hour
Your magical essence extends past yourself. You can cast spells that target yourself on an willing ally within 30 feet.
Thoughts?
Take command of your minions!
You have enough force of personality to bend both man and bot to your will!.
Prerequisites: Cha 15.
Benefit: A number of times per day equal to your Charisma modifier you can use a swift action instead of a move action to command a drone or summoned creature.
Thoughts?