Daily Punch 5-22-17 Healing Splash discovery for Pathfinder

Let’s play with Alchemy some more!

Healing Splash

Prerequisite: Healing Bomb, Directed Bomb

Benefit: When an alchemist uses the healing bomb power, the bomb can heal all creatures in a 15-foot cone instead.  This heals all targets including enemies.

 

 

Thoughts?

Daily Punch 5-18-17 Long Distance Healing feat for Pathfinder

Saw a alchemist playing with cure, let’s make that player get some bonuses!

 

Long Distance Healing

Prerequisites: Throw Anything

Benefit: When you use a potion you use a potion of cure light wounds, cure moderate wounds, or cure serious wounds, you can throw the potion at a target with a range of 20 feet.  You must hit AC 10 to hit the target.  Alchemists can use this for any potion they brew that normally has a range of touch.

 

Thoughts?

 

Daily Punch 5-17-17 Half Full/Half Empty edge for Savage Rifts

More Savage Rifts!  How about some love for Juicers!

 

Half Full/Half Empty

Requirements: novice, Juicer

Why not burn at both ends to burn twice as bright!  Your Burn die becomes a d12.  But this is also the same die you roll each game session to see if you Burn each game session.

 

 

Thoughts?

Daily Punch 5-16-17 Master PSI-Shield edge for Savage Rifts

Let’s keep going with Savage Worlds/Rifts!

 

MASTER PSI-Shield

Requirements: Heroic, PSI-Shield

In addition to bonus armor for the PSI-Shield, the PSI-Shield also provides +2 M.D.C. Armor, which stacks with any other armor the character wears.

 

Thoughts?

Daily Punch 5-15-17 Improved PSI-SHIELD edge for Savage Rifts

Well I’ve been doing the deep dive into Savage worlds, so now it’s time to start in where I think things can get better!

 

IMPROVED PSI-SHIELD
Requirements: Veteran, PSI-Shield
The Cyber-Knight’s PSI-Shield no longer counts as a second PSI-Blade active, so Cyber-Knight no longer has a penalty to AP for having both a PSI-Blade and PSI-Shield active.
Thoughts?

Daily Punch 5-10-17 Shattering Revelations spells for Call of Cthulhu 7th ed.

How about some quick ways to gain power.  Nothing bad ever happened from that!  Here’s another spell for Call of Cthulhu, 7th ed.

 

Shattering Revelation

Cost: 10 magic points; 2D10 Sanity points
Casting time: 1 hour
This spell opens the gate in your mind wide to the cosmos.  You begin to see all in front of you.  That which you ask for, and that which man was not to know.  For every 2 whole points of sanity lost in this spell, you increase your Cthulhu Mythos skill by 1.  May the gods have mercy on your soul.

Alternative names:  The Dark Tutor, Peering Through the Keyhole, The Madman’s Path

Daily Punch 5-9-17 Ululation to the High Priest spell for Call of Cthulhu 7ed

Finally got to play some more Cthulhu, so let’s build on what went down!

Ululation to The High Priest

Cost: 10 magic points; 1D6 Sanity points.
Casting time: 30 minutes
As you finish screaming the words of this spell, you open a small gate to the high priest of the dark gods himself where he offers you the gift  of his own knowledge. Spending 10 magic points give you a bonus die on one Cthulhu mythos roll.
Alternative names: Dark Blessing of Cthulhu,  The Expensive Tutor, The Harsh Mastery