Its time for some thoughts for Shadowrun….
Essence Wounds: penalty, for each five points you gain at character creation, lose 0.5 points of essence
Its time for some thoughts for Shadowrun….
Essence Wounds: penalty, for each five points you gain at character creation, lose 0.5 points of essence
Its time for more Drow fun this time, its for the clerics…
Channel Divinity-Lolth-She givith, she takeith away…
Requires:God Lolth, Channel Divinity
Choose one:
1) replicate cloud of darkness power
2)Use this power
Target a Cloud of darkness in burst 10
Divine, Implement
Wisdom vs. Will of creator
Hit: Remove the cloud of darkness, Creator is stunned (save ends)
I think for the next little bit, lets go through small feats that will be power source specific, but add a little more of what I think each power source should/does focus on….
Quick Prayers: Feat, Choose one divine at-will attack power you know, that power gains the healing keyword and effect: one ally you can see in burst 5 gains 3 temporary hit points. This changes to 5 temporary hit points at 11 level and 7 temporary hit points at 21st level.
Here’s some quick thoughts from my last LFR game:
Guarantee Success: Feat,Change duration of power from save ends to end of your next turn.
Martial Quickness:Feat, pick one martial at-will attack power you know, add effect:shift one at the before or after you make this attack
Powerful Enchantments: Feat, select one attribute for an attack, whenever you hit an enemy with a power that contains this attribute, that enemy takes a -1 penalty to any saves vs effects of that power. You may take this feat multiple times. When this feat is taken at different tiers, you make choose the same attribute and the penalty given by this power stacks.
Three quick feats, what do you guys think?
More Pathfinder love this time for items-
User Curse:+1 bonus (minor necromancy), when created, choose a character; that character is the only character who can use this item at is full bonus due to magic. Any other character who attempts to use this item is affected as if by a cursed item (choose an equivalent cursed item). To detect this property, raise the DC to detect via Spellcraft by +10. If the Spellcraft fails, the item’s powers are detected as additional minor evocation instead of necromancy.
It’s time for a double feature! DnD 4e and Pathfinder together!
Pathfinder First
Hostile Negotiations:Feat-You may use an intimidate check in place of a diplomacy check. Your DM may judge that you can not repeatedly use this feat several times in one conversation. If you fail a diplomacy check with an intimidate check, the result is as if you had failed an intimidate check.
Now time for DnD 4e
Hostile Negotiations
Skill Power (Intimidate) -Level 2
Encounter
Effect:You may substitute an intimidate check for a diplomacy check. If you fail the check, the results are as if you failed an intimidate check.
Here is a quick one for Shadowrun
Hemophiliac: -15, Whenever you take physical damage, take an additional box of damage.
Its time for a Shadowrun Combo! Two penalties for the price of one!
Old Injuries: -10 to -30, for every ten points of penalty you take, reduce your number of physical hit boxes by one.
Easily Winded: -5 to -35, for every five points of penalty you take, reduce your number of stun boxes by one.
I’ve been watching some players and I think its time for some Pathfinder Feats
Agile Charge; Feat, Combat: you may charge over difficult terrain as long as you have the movement for the charge.
Broken Charge; Feat, Combat; requires Agile Charge and +4BAB: You may charge at a distance equal to your move after a normal move as a standard action. You take the normal penalties to this charge.
Quick Charge; Feat; Combat; requires Broken Charge and +8 BAB: You may charge at a distance of only 5 ft from an enemy. You only receive a +1 to the attack but still take the normal penalty to defense.
Broken or should have been built into the system? Thoughts?
It’s time for the daily post, and today it’s love for Shadowrun.
Electronic Interference-Negative Quality-5bp per level taken: For each level taken, the character and allies who use magic around the character glitch on one fewer dice showing one. This quality functions much like the Gremlins feat except for magic instead of technology.