Daily Punch 6-10-16 Cushion the Blow spell for Pathfinder

How about a Pathfinder version of the same spell?

Cushion the Blow

School abjuration; Level alchemist 3, bard 3, cleric/oracle 3, druid 4, inquisitor3, paladin 4, shaman 3, ranger 4, witch 4; Domain protection 3

 

Thoughts?

Daily Punch 6-9-16 Cushion the Blow spell for DnD 5e

How about a spell to help with saves in DnD 5e?

 

Cushion the Blow

3rd-level abjuration

Casting Time: reaction
Range: 60 feet
Components: V
Duration: Instantaneous

As you call out words of dismay, you select a creature in range.  That creature gains protection against a single spell or ability.  If the creature receives half damage on a successful save of a spell of 2nd level or lower or an ability with a save DC of 12 or lower, the spell has no effect.  If the creature fails a saving throw against such a spell or effect, instead treat the creature as if it had succeed.  If the a saving throw does not reduce damage from the spell or effect, this spell has no effect.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the level of the spell or DC of the effect that can be targeted increases by 1 for each slot level above 3rd.

Daily Punch 6-8-16 Circle of the Tuatha De Danann druid circle for DnD 5e

Let’s keep going with the anti-giant druid circle of the Tuatha De Danann!

 

 

 

Circle of the Tuatha Dé Danann

You are a protector of nature and the guardian of and from the fey.  An enemy of both is the Fomoire,, a race of giants who may come from under the land or across the see.  Seeing your devotion against these monsters, the Tuatha De Danann, possibly gods among the fey and man, have blessed you in your fight with powers and gifts to fight this war against the giants in the dark.

 

Knowledge from the Land

When you choose this circle at 2nd level, they very lands aids you and teaches you.  You gain proficiency in Intelligence(nature) checks and can use your Wisdom score in place of Intelligence.  If you are already proficiency in Intelligence(nature) checks, gain expertise as a rogue with Intelligence(nature).

Blessing from the Stone of Fal

Starting at 2nd level, when you touch the ground you can access the blessing of the Stone of Fal.  As an action, while standing on the ground, you can spend as many hit dice as you want and heal as normal for each one.  These hit dice return as normal

Circle Spells

Your mystical connection to the gods who struggled against the Fomoire infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to extra spells.  Once you gain access to these spells, you always have them prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Druid Level Circle Spells
3rd enlarge/reduce, protection from poison
5th bestow curse, remove curse
7th conjure woodland beings, divination
9th commune with nature, hold monster

The Gift of Spear of Lugh

Starting at 6th level, Lugh blesses you with his guidance and his spear.  Instead of using Strength or Dexterity for spear attacks, you can now use Wisdom.  Also, you can enchant your spear using own magical power.  At the start of a day, you can expend two 2nd level spell slots to make any spear you wield a +1 magical enchanted weapon for 24 hours.  At later levels you can spend two 4th level spell slots to make the spear a +2 magical enchanted weapon or spend two 6th level spell slots to make the spear a +3 magical enchanted weapon.  You can spend higher level spell slots as if the were lower level slots for this effect.

In addition, against creatures with the giant creature type, any enchantment bonus your spear currently has is added as a bonus to your spell attack rolls and as a bonus to your spell save DC.

The Gift of Dagda’s Cauldron

When you reach 10th level from now on when you take a short or long rest you a.can create a stew that receives the blessing from Dagda’s Cauldron itself.  Up to eight creatures who eat from this stew increase their maximum hit points by a number equal to your level.  A character may be affected by other effects the increase their maximum hit points, but may only receive this bonus once per 24 hours, even from other creatures brewing the stew.  This increase last for 24 hours or until your next long rest.

A sliver of the Sword of Light

When you reach 14th level, you are blessed by Nuada to use a tiny piece of her sword.  As an action, you can raise your weapon into the air.  A enemies within 30 feet of you must make a Charisma saving throw (DC equal to your spell save DC) or be blinded by the power of the Sword of Light for one round.  Creatures with the giant type have disadvantage on this saving throw. You can use this feature twice. You regain expended uses when you finish a short or long rest.

You are also immune to damage from poison and the poisoned condition.

 

 

Thoughts.

Daily Punch 6-7-16 Disciple of David cleric domain for DnD 5e

Keeping with our anti-giant theme, here is our cleric domain-the Disciple of David!

 

Disciple of David

Some heroes of old guide clerics almost as much as the gods you both follow.  You’ve chosen to follow an old hero who teaches that no matter how small you may be, you can stand tall against the odds.

Table: Disciple of David Domain Spells
Cleric Level Spells
1st true strike, shield of faith
3rd enhance ability, enlarge/reduce
5th haste, spirit guardians
7th guardians of faith, banishment
9th dispel good and evil, hold monster

Disciple of the Wise

While your chosen saint was young, he was a man of action.  When he was older, he was known for his Wisdom.  When you choose this domain at 1st level, you gain a +2 bonus to Wisdom, to a maximum of 20.

Channel Divinity: Divine Strike Guidance

Starting at 2nd level, you can use your Channel Divinity to ask your saint to guide your allies strikes.

As an action, you present your holy symbol and evoke the god’s to aid your allies.

Choose a number of creatures equal to your Wisdom modifier within 30 feet of you, and those creatures gain advantage on their next attack.

Blessed Defense

Beginning at 6th level, any ally you target with a spell gains a bonus to their defense equal to your Wisdom modifier for one turn.

Bend the Knee

At 8th level, you learn from your patron the secrets of fighting the tall.  Any spell you cast that does damage or weapon attack on a giant deals extra damage equal to your level.

Fighting Goliath

Starting at 17th level, you have mastered the art of fighting giants.  When you cast a spell or make an attack against a giant, you always have advantage on the strike.  Giants always have disadvantage on saving throws against your spells as well.

 

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

Product-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)

Type-Euro

Depth-Light

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

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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.

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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!

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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.

 

 

Thoughts?