You know how to help people unwind. If you play this song while you and up to seven other people rest for a full 24 hours and you do not perform any strenuous action, cast any spells, nor perform any action that requires a skill check, you and your audience gain a +1 status bonus to all attacks and skill checks for 24 hours or until you gain the wounded condition.
Thoughts? What do people think about being bolstered on the first day of a journey?
General Skill Prerequisites trained in a chosen skill
You have learned how to focus under pressure by taking a breath. When you gain this feat, choose a skills you are trained in. When you make a skill check using the chosen skill that only requiring one action, you can instead take two actions instead. If you do, you gain a circumstance bonus to the check depending on your proficiency.
You have learned how to focus under pressure by taking a breath. When you gain this feat, choose a number of skills equal to your intelligence modifier. Perform skill check from one of the skill chosen that only requiring one action. You gain a bonus to the check depending on your proficiency.
You’ve learned to pull yourself using your enemy as your spring board. When you use the Hook and Swing feat, you can choose to jump equal to your move horizontally or move vertically equal to half your movement speed. If you do not end your turn out of the air, you fall as normal.
Doom Ancient Gods 2 is out. Got an idea in the first five minutes.
Hook and Swing Feat 2
Fighter Requirements You are wielding a melee weapon.
You hit an enemy and use the momentum to move yourself. Make a Strike with a melee weapon. If you hit, you may make an immediate stride that does not does not provoke reactions from your target. If the weapon has the disarm, shove, or trip trait, you can use the corresponding action instead of a Strike.
somatic, verbal Range touch; Targets 1 living creature Saving Throw Fortitude; Duration varies
You manipulate the small pieces of the creature that regulate it bones either making more or destroying the bones in a creature. When the creature is touched, the caster decides on a limb to grow a new bone in or a bond to destroy. The living creature must attempt a Fortitude save. Critical Success The living creature is unaffected. Success The living creature is unaffected or the level of clumsy is reduced by 1. Failure The creature becomes clumsy 1 or increases its value of clumsy by 1 and must make a save at the start of it’s next turn. Critical Failure The living creature becomes clumsy 2 or increases is value of clumsy by 2 and must make a save at the start of it’s next turn.
If a creature would become clumsy 4, the the spell is complete and the bone in the limb is destroyed or new bone grown. The creature completely loses use of that limb until the bone is destroyed or grown back. If an arm is lost, spell with somatic components can not be cast and weapons needing the arm can not be used. If the leg is lost, the creatures walking speed becomes zero if it has two legs or its loses a proportion of its speed if it has more than two legs.
Heightened (+1) The number of targets increases by 1.
Player wants to keep some spell running. I like Repeate a spell, but I think it needs some beefing up.
Constant Casting Feat 1
Exploration General Move Concentrate You’ve mastered the art of magic on the move. When you use the exploration activity repeat a spell, you move at full speed and are not fatigued by casting the spell every turn. You must rest for 10 minutes of out of every hour. You can instead sustain a spell up to its full duration as you move at full speed instead.
Archetype Archetype Pathfinder Agent Prerequisites Pathfinder Agent Dedication, Environmental Explorer
Pathfinders train to stay alive when things get rough and the traps start springing. When you roll a critically fail a Reflex save, you get a failure instead. In addition, when you roll a success on a Reflex save, you get a critical success instead.