Daily Punch 1-20-14 Ranger Beast Companion Fighting Style for DnD Next

How about a little love for DnD Next?  I think Rangers should be able to get a faithful friend, lets see what we can do

 

Fighting Style Ranger Second Level

Beast Companion

You choose a natural beast monster (pending DM approval and environmental considerations) of your level or lower.  This is now your faithful companion.  It moves as part of your move, but you must use your action to cause the beast to attack.  Using your reaction, any creature that attacks another target while engaged with your beast companion gains disadvantage for that attack.

 

Thoughts?

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.

1-15-14 Animal Rider Feat for DnD Next

How about some love for DnD Next?

 

Animal Rider

You gain the following benefits:

  • Increase you Wisdom by 1 to a maximum of 20 or animal handling becomes a trained skill for you.
  • If an animal you are riding is attacked, you may impose disadvantage to one attack per round to that animal.
  • If an animal you are riding is attacked and hit by a physical attack, you may elect to take half the damage.

Daily Punch 1-14-14 Speed Freak Quality in Shadowrun

How about a Shadowrun idea?  Trait for the speedsters out there?

Speed Freak

Cost: 5 karma

You live for speed and  you go faster then anyone.  In your first initiative pass, you may take a minus 15 after taking your first turn.  If you still have a positive initiative score, you may immediately go again with a full turn.  Your score will be reduced by 10 as normal at the end of the pass.

Thoughts?

Daily Punch 1-13-14 Inspire Competence for Bards in 13th Age

Been playing some 13th Age lately, time for some ideas to come out.

 

Inspire Competence  Bard Talent

Up to a number of times equal to your charisma per scene when one our you allies attempts to use a skill check, you may apply one of your backgrounds to that roll that is appropriate.  This requires no action, but requires you to be able to be heard or seen by the target.

 

Thoughts?

Daily Punch 1-10-14 Explosive Hands Spell in DnD Next

Been reading some fantasy lately and I think any wizard worth his salt should know this spell.

 

Explosive Hands

4th Level Evocation

Casting Time: 1 action

Range: touch

Duration: Instantaneous

           While not the most powerful spell, this spell is the most utilitarian in a wizards arsenal; this spell may be cast when your hands are bound, and you can only whisper.  The spell does 4d6 force damage to anything that is currently touching your hands.

At higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increase by 1d6 for each level above 4th.

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 1-7- Devil’s Tears Artifact for DnD and Pathfinder

Yesterday was demons tears for Pathfinder and DnD, today its fair play with Devils!

Devil’s Tears

Slot none; Aura varies with CR of devil it comes from transmutation; CL varies with CR of demon it comes from; Weight 1 oz per dose

DESCRIPTION

This small vile contains a some of the purest, clearest liquid in the multiverse.  The vile contains devil tears that have been freely given by a devil that is truly sorrowful for whatever transgression it performed.  All devil’s produce tears, but catching or finding the hidden tear is harder the older the devil grows.  Some tears are lost as they simple fall upon the ground and are washed away.  However, as a devil grows in power they realize that the tears represent a bit of lost mortality, thus making them more powerful as they become less mortal and more god.  A demon can be forced to produce tears with a Wish or Miracle spells, that first passes spell resistance, then a will save, and finally an opposed spell-craft check.

Use

If you look deeply into the vile, the vile will show you in the waters the nature of the sin the devil is sorrowful of.  If applied to a lower ranking devil, that demon is either instantly changed to its mortal form or destroyed forever if it never had a mortal form.  This destroys the tear forever.  To change a devil of the same level, you need two doses.  To change a devil of a higher level, you need 9 doses.  You may only change a devil to its mortal form/destroy it with a does of one level lower then it.

If a devil is destroyed by devil’s tears they may never be brought back into existence even with Wish or Miracle spells.

DESTRUCTION

Wish or Miracle will not destroy a dose of Devil’s tears.  However, if thrown on the ground or mixed into water, the tear can evaporate with the light of noon sun eclipse.