Daily Punch 9-25-19 Medical Savant Alchemist feat for Pathfinder 2nd Ed.

I like being able to heal without magic. Let’s help those alchemists who specialize in medicine!

Medical Savant Feat 1

Alchemist

Prerequisite(s) trained in medicine

You mastered rapid fire medicine. You can attempt a treat wounds action as two actions instead of 10 minute. The target cannot be treated again as normal. If you roll a critical failure on this check, you get a failure instead.

Thoughts?

Daily Punch 9-24-19 Overt Threat feat for Starfinder

How about some more Starfinder?

OVERT THREAT

You are not subtle and after you speak, people continue to do exactly what you want them to do.

Prerequisites: Cha 17, Intimidate 10 rank, subtle threat.

Benefit: When you successfully use the Intimidate skill to bully a creature, after the duration of its helpful attitude ends, its attitude toward you becomes friendly rather than indifferent.

Thoughts?

Daily Punch 9-19-19 Freedom Fighter character theme for Starfinder

This came up in my latest Starfinder game, and I think it might be fun to play.

 

 

Freedom Fighter (+1 CHA)

You have a deeply held belief about something in the world, but the powers that be are holding you back somehow.  So, you have joined or started a group of like minded people who are actively fighting the authority who is against you.  The news labels you with horrible names, but you know one day your people or ideals with be lauded by all and children will say your name with pride.

Theme Knowledge (1st)

You’re reading of history and political thought has given you an edge over other when discussing governance or political philosophy.  Reduce the DC of Culture checks to recall knowledge about governance, political ideology, and history by 5. Bluff is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Bluff checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Use the Crowd (6th)

You know how to move among a crowd and get into and out of places you should not be. When you attempt a Stealth check to hide among a group of people, you can roll twice and take the higher result. Additionally, whenever you are trying to sway a group of people to your side via a Diplomacy or Bluff check, once per day you gain a +4 bonus to this check.

Civilian (12th)

You have mastered the art of looking harmless until it is time to strike.  When you make an attack against someone who is aware of your presence but does not suspect you are a threat, instead of the normal -2 flat-footed penalty they take, they take a -5 penalty to AC instead and your critical range for any weapon you are wielding is tripled on this first attack.  This only applies to the first attack against that target in a day.

Revolutionary (18th)

You are now fueled by the victories you achieve over those in wrongful power against you.  Up to twice per day, when you successfully defeat someone who has authority over you that you do not agree with such as an oppressive military group, you recover 1 Resolve Point.

Daily Punch 9-18-19 Skill Savant rogue feat for Pathfinder 2nd ed

I love rogues, and I want them to be the skill masters they were made to be. How about this feat?

Skill Savant FEAT 8

ROGUE
You pick up and learn skills at an amazing pace. You gain training in two skills, increase your skill level up one level to master in two skills, or gain training in one skill and increase your skill level one level up to master in a second skill.

Thoughts?

Daily Punch 9-11-19 Grave Spike magic item for Pathfinder 2nd ed.

Took a bit, but here is the Pathfinder 2nd Edition version of the item!

 

Grave Spike ITEM 10
MAGICAL NECROMANCY
Usage held in 1 hand; Bulk 1
This heavy cold iron spike contains some of the oldest necromancy in existence.
Activate [two-actions] Make a melee attack against an undead creature that is adjacent to a surface, either vertical or horizontal.  You are considered trained with this attack and the spike counts as a finesse weapon.  If a hit the creature, the target must make a DC 30 Fortitude save.  On a failure, the creature is impaled against the surface.  The creature cannot remove the spike if it failed the original save nor can it use magic or abilities to cause another creature to remove the spike via mind control.  A creature may willingly removed the spike ending the effect against the original target.  On a successful save, the creature just takes 1d6 piercing damage with no other effect.
Type greater; Level 10; Price 900 gp

 

 

Thoughts?

Daily Punch 9-10-19 Undead Spike magic item for Starfinder

And now starfinder!

 

 

Undead Spike

Level 13

Price 52,000 Bulk L

This heavy cold iron spike contains some of the oldest necromancy in existence. As a standard action,, you may make a melee attack with the spike against an undead creature that is adjacent to a surface, either vertical or horizontal.  On a hit against an undead creature, the target must make a DC 20 Fortitude save.  On a failure, the creature is impaled against the surface.  The creature cannot remove the spike if it failed the original save nor can it use magic or abilities to cause another creature to remove the spike via mind control.  A creature may willingly removed the spike ending the effect against the original target.  On a successful save, the creature just takes 1d6 piercing damage with no other effect.

 

 

Thoughts?  Not a lot of changes between 5e and Starfinder.

Daily Punch 9-9-19 Undead Spike wondrous item for DnD 5e

How about an item three ways?  Here is the DnD 5e way.

 

 

Undead Spike

Wondrous item, very rare

This heavy cold iron spike contains some of the oldest necromancy in existence. As an action, you may make a melee weapon attack with with you are proficient with the spike against an undead creature that is adjacent to a surface, either vertical or horizontal.  On a hit against an undead creature, the target must make a DC 19 Constitution save.  On a failure, the creature is impaled against the surface.  The creature cannot remove the spike if it failed the original save nor can it use magic or abilities to cause another creature to remove the spike via mind control.  A creature may willingly removed the spike ending the effect against the original target.  On a successful save, the creature just takes 1d6 magic piercing damage with no other effect.

 

 

Thoughts?

Daily Punch 9-5-19 Enrage Monster M1 mystic spell for Starfinder

How about some angry creatures in Starfinder?

 

 

Enrage Monster M1

School enchantment (mind-affecting)

Casting Time 1 standard action

Range close (25 ft. + 5 ft./2 levels)

Targets one creature

Duration 1 minute/level

Saving Throw Will negates; Spell Resistance yes

This enchantment makes a humanoid creature regard all as an enemy. If the creature is currently being threatened or attacked by you or your allies, however, it receives a -5 bonus to its saving throw.

The spell does not enable you to control the affected creature as if it were an automaton.  The creature becomes hostile to all creatures it sees for the duration of the spell attacking or fleeing as it would regard as the best decision.

 

 

Thoughts?

Daily Punch 9-4-19 Enflame Emotions spell for Pathfinder 2nd Ed

Let’s make some people mad!

 

Enflame Emotions

CALM EMOTIONS SPELL 2

Emotion Enchantment Incapacitation Mental

Traditions divine, occult

Cast [two-actions] somatic, verbal

Range 120 feetArea 10-foot burst

Saving Throw Will; Duration sustained up to 1 minute


You forcibly anger creatures in the area, enraging them into a violence; each creature must attempt a Will save.

Critical Success The creature is unaffected.

Success Calming urges impose a +1 status bonus to the creature’s attack rolls.

Failure Any emotion effects that would affect the creature are amplified and the creatures become hostile to all other creatures in the area.

If the target is subject to a calm emotions spell, it ceases this effect.

Critical Failure As failure, but other spells can end the effect.

 

Thoughts?

Daily Punch 9-3-19 Dark Cunning gnome feat for DnD 5e

Bouncing back and forth between 5th Ed and Pathfinder 2nd Ed.  Here is some love for Devils and gnomes in 5th Ed.

 

Dark Cunning

Prerequisite:Gnome

You’ve learned from the best of the best when it comes to being mentally slippery. You gain the following benefits:

  • You have advantage on all Intelligence, Wisdom, and Charisma saves.
  • Increase either your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

 

 

Thoughts?