Daily PUnch 2-4-14 Winter Witch Feat in Pathfinder

How about the same feat for Pathfinder?

 

Winter Witch (Metamagic)

You ARE the cold of winter when in your element.

Benefit: When you cast a spell with the cold descriptor and are standing in snow, you increase all level dependent effects by one up to one higher then you level.  You may do this a number of times per day equal to your spell casting statistic bonus.

Level Increase: +1 (a rime spell uses up a spell slot one level higher than the spell’s actual level.)

1-17-14 Protecting adjective in Numenera

Ok, one more idea for Numenera, the protecting adjective-

Protecting

You’re a guardian.  You protect others.  If for gold or duty, you protect others as if your life depended on it. You will keep your charge alive at all costs.

You gain the following benefits:

Agile: +2 to your Speed pool.

Skill: You are trained in perception.

Skill: You are trained in defense rolls to resist physical attacks.

Ability: You gain the following benefit

  • Get Down! (2 Speed points): As a free action off turn, you may shove any creature at immediate distance from you to the ground and take any attack meant for them on yourself.  You must be aware of the attacker.  You may only do this once per turn.  Action.

Additional Equipment: You start the game with armor of your choice.

      Initial Link to the Starting Adventure:  From the following list of options, choose how you become involved in the first adventure.

  1. You are following your former master.
  2. You’ve be hired to guide some settlers to a place
  3. A friend in this location is in trouble.
  4. You feel a pull in your soul to this location.

 

1-16-17 Commanding adjective in Numenera

How about some more ideas for Numenera?  How about the commanding adjective-

 

Commanding

You’ve spent time on the battlefield.  Either as a leader or as a follower, you’ve seen combat.  It was not glorious, it was not beautiful, it was war.  You have left that life of constant struggle for the life of an adventurer.  You carry your wounds inside and out.

You gain the following benefits:

Quick Study: +2 to your intellect pool

Skill: You’ve trained in all physical actions that require exertion that are not stealthy ie running, climbing etc

Skill: You are trained in understanding war tactics

Ability: You gain the following benefit

  • Command (2 intellect points):  You’ve learned to to motivate men, women, and others.  As a free action on your turn, you can command your allies to strike a target.  If they do, reduce the level of the target by one.  Action.

      Inability: You’ve time in the service has strained your social graces.  The difficulty of any task involving charm is increased by one step.

Additional Equipment: You start the game with a set of military regalia including one dress uniform, one basic uniform, and any awards you received.

Initial Link to the Starting Adventure:  From the following list of options, choose how you become involved in the first adventure.

  1. You are touring your old battlegrounds to see how life has changed.
  2. You feel you must atone for past acts and are traveling.
  3. You are visiting a former friend from the war.
  4. While you have left the army, you have been given one last command to go to this place.

Daily Punch 1-9-14 Guarding Character in Numenera

I loved what I saw when I played Numenera,  but I want to play a bodyguard.  How about a verb for that…

Protects Others

 

You protect others.  This may come from a desire to serve someone who you admire or simple from getting paid.  You’ve spend years perfecting your craft.  You walk into a room and make sure that if things get rough, you, and your charge, may be the only ones who walk out.

Connection: Select at least one other PC.  That character(s) are the ones you are sworn to protect.

Additional Equipment: Gain the Ward esotery or a shield.

Minor Effect Suggestions: You apply your shield to the defense of another after this action

Major effect Suggestions:  You completely obscure another target at immediate distance and they may not be target by any effect.

Tier 1: Defense (2 Speed point)- When a character at immediate distence is attacked, you may reduce the difficulty of that characters defense roll by one, limit once per turn..  Action.

Tier 2: Take one for the Team- You may take half the amount of damages a character at immediate distance.  Only the initial armor is applied to this damage, limit once per turn.. Enabler.

Tier 3: Out of the way! – You may spend your points to decrease the difficulty of other character defense rolls, limit once per turn. Enabler.

Tier 4: Get Down! (3 Speed Points) – When another character is attacked and they are at short distance, you may move up to that character and apply any other effects you choose, limit once per turn.  Action.

Tier 5: Fast Healing- When you restore points, you roll d10’s instead of d6’s. Enabler.

Tier 6:  Scars as armor- When you take damage as part of reducing the damage for another character, apply your Edge to that damage before you reduce your stats. Enabler.

Daily Punch 10-2-13 More healing in Numenera?

So I was reading the Numenera book and I wondered why Nano’s didn’t have healing options at lower levels.  I know you can get one through your descriptor, but why not make one.  Here we go…

Tier 1: Healing thought (3 Intellect point). You restore 1d6 points to one stat Pool of any creature at  short distance. This ability is a difficulty 2 Intellect task. Each time you attempt to heal the same  creature, the task difficulty increases by one step. The difficulty returns to 2 after that creature rests for ten hours. Action.

Thoughts?