Daily Punch 9-22-14 Family History trait for the Iron Gods Campaign for Pathfinder

How about a new campaign trait for the Iron Gods path?

 

 

Family History: Your parents, and your parents’ parents, and all the way back to the first smiths on Torch worked the Torch forging objects of skymetal.  You know how to work metal and you know it well.  However, with the Torch out, you no longer have a job.  Without the Torch, you can work, and your family will starve.  You’ve volunteered because the professional adventurers have failed, so now its time for the regulars craftspeople to save the town.  You’ve not an adventurer, but when the going gets tough, you setup!  You gain a +1 to a craft skill of your choice and knowledge(engineering) and these are both considered class skills for you.

 

 

Thoughts?

Daily Punch 9-19-24 Rend Armor Fighting Style for DnD Next

How about something for a DnD Next Fighter?

 

Rend Armor

When you hit an enemy, you may tare and destroy the armor instead of doing full damage.  When you hit an enemy, you may not add your ability modifier to the damage to impose a -1 penalty to the armor class of the enemy.  This penalty stacks with itself, but only be as large as your proficiency bonus.  As an example, if your proficiency bonus is +2, you may only impose a -2 penalty to armor this way.

 

 

Thoughts?

Daily Punch 9-17-14 Fluid Compulsion drawback for Pathfinder

I really like the random fluid table for the Iron Gods AP for Pathfinder.  How about a flaw that plays into it.

 

 

Fluid Compulsion

You tried the random fluids of the wastes long ago, and now you are an addict.  You’ve tried to stop, but you can’t.  Now, when you see it, you have to have it.

Effect: When you see a Numeria fluid, you must attempt to drink it.  If you try to avoid drinking, you must make a will save DC 10+ level.

 

 

Thoughts?

 

Daily Punch Chosen Background for DnD Next

Chosen

You are chosen of a god or goddess and are now a pawn in a much bigger game.  Some gods care for their chosen, while some gods let their chosen survive or die on their own wits and strength.  Chosen are chosen from several backgrounds as street rats to nobles are all called to some purpose.  Who has chosen you changes who and what you are or could become.

 

Customization

Choose a god/goddess of your campaign.  You are a chosen of this god.

 

Skill Proficiences:

Religion, one other skill of choice

 

Feature:

Chosen power

Choose an arcane or divine cantrip.  This represents your god infusing you with power.  If a save or attack roll is needed for that cantrip, you are considered proficient with the spell and must chose a class that gives that spell as a cantrip to determine save DC and attack attribute.

 

Equipment:

Choose an equipment package from another background.  This reflects your former life before you realized you were chosen.

 

Personality Trait:

1-Arrogent- YOU were chosen by the god, why WOULDN’T others bow to you too?

2-Blue collar-You might have been chosen by the god, but you’re just here to do a job.

3-Mousy-You have been controlled all your life, now you just are quite and follow out of habit.

4-Out of this world-You see and hear what the god shows you, but that doesn’t mean that it’s something others can see.

5-Demanding-You have been give order to follow all your life.  When you give a command, you expect obedience too!

6- Driven-You have a mission, and you will do it!

 

Ideal:

1-Follower-You follow your gods wisdom.

2-Contrary-You hate your divine patron, and will do anything to fight against him/her.

3-Prove yourself-You’re not sure you’re worthy, but you will prove to everyone you are!

4-Money-Being chosen doesn’t pay well, but adventuring does.

5-Larger plans-Something grander is in motion, and you’re driven to be are part of it.

6-Nonconfrontational-You’ve been a cog in a machine all your life.  Now you just want to be left out of everything.

 

Bond:

1-You’re chosen, but you don’t have to be a pawn, and these others are fighting for the same cause you are.

2-You see your god’s hands in these people fates.

3-One of these people follows your god, and you will help that person.  They have a purpose that only you can help with.

4-You know another in this group is chosen and will help that person realize it.

5-Another person here doubts your commitment to the faith.  You’ll prove them wrong.

6-There’s a whole bunch of people here who are out to make a whole bunch of money.  As long as the gold keeps flowing, you’ll stay with these people

 

Flaw:

1-Domineering-You expect the world to listen to you, because you have a gods interests at heart.

2-Out of it-all too often you get instructions from your god that move you in ways that make no sense, but it makes complete sense if they only could see the complete picture!

3-Contrary-You spend more time fighting your friends than the monsters.

4-Paranoid-You’ve lived on the run so long, you suspect everyone is out to get you.

5-Quite-You just want to be left alone, but you know you can’t be.

6-Mean-Not all gods are nice, and that goes for their chosen.

Daily Punch 9-15-14 Quick Spell Ring for DnD Next

Well the last thing I designed was a helm, how about an item that is a bit more serious for DnD Next?

 

Quick Spell Ring

Ring, rare (requires attunment)

This simple white gold ring is marked with an etching of a spellbook.

When you prepare spells, you my spend two spell slots.  One of these spellslots much be higher then or equal to the other.  As a free action, once per day, you may cast a spell with a level equal to the lower of the two spell slots.

 

 

Thoughts?

Daily Punch 9-12-14 Helm of Gamer Command for DnD Next

Let’s fire up the random and get an item made up for DnD Next for the Secret Gaming Cabal.

 

Helm of Gamer Command

helm, very rare, requires attunement

This helm arrears to be a simple band of gold made of dice and card shapes with a raised war cobra on the front of the band.

Once per week, the wearer of this helm may say the command words Insubordinate Nonsense to call all who see the helm to make an intelligence saving throw.  However, the intelligence of the subject is inversely proportional to their save bonus.  For every point two point of  intelligence above 10, a character instead has a -1 to the saving throw instead of a +1.  As an example a character subjected to this effect with intelligence 20 has a -5 instead of +5 bonus on the saving throw.  Characters who are proficient at the use of a gambling set of any kind have disadvantage this saving throw.  Characters who fail this save are subjected to the dominate person spell with the effect limited to listen to bearer of the helm discuss games of chance or playing any game provided to the subject of the spell.  This effect of the spell is also changed and now lasts for a minimum of two hours, but can be extended based on the bearer of the helm still discussing games or the length of the game set before the subject of the helm.

 

Daily Punch 9-11-14 Increased Training feat for DnD Next

How about some love for the monks out there?

 

 

Increased Training

You are a weapon, and you’ve trained yourself to be better then most others!

Prerequisite: Martial Arts Class Feature

Benefits-Gain the following:

  • Increase your martial arts die by five levels.  If you ever go above the highest level on your class, your die becomes 2d6
  • Increase your dexterity by +1 to a maximum of 20.

Thoughts?

Daily Punch 9-10-14 Inspired Spellcasting feat for DnD Next

A feat my wife came up with that I think will help a lot of bards out there.

 

Inspired Spellcasting

You inspired not only feats of strength, but also efforts of will
Prerequisite: You must be a bard with the ability to give inspiration dice to other characters.

Benefit-Gain the following:

  • Gain a +1 bonus to charisma
  • Any spell casters may apply  an inspiration die you give them as a bonus to the spell save DC for one spell.

 

 

Thoughts?