I want to make a danger close alchemist!
Personal Safety Feat 1
Alchemist
You know where to stand when the bombing starts. You do not take splash damage from item you create and use.
Thoughts?
I want to make a danger close alchemist!
Alchemist
You know where to stand when the bombing starts. You do not take splash damage from item you create and use.
Thoughts?
Made it for DnD 5e, so now let’s make it for Pathfinder 5e!
Healing Transmutation
Cast

somatic, verbal
Traditions arcane, primal
Range touch; Targets 1 piece of fruit
Duration 10 minutes
You place power into a single piece of fruit making it extra juicy. As an interact action, a creature can eat the fruit gaining 1d6 hit points. In addition, a creature can make a ranged or melee attack with the fruit instead as an attack action. Treat the fruit as an agile weapon with which the attacker is proficient.
Critical Success The target takes 1d6 persistent acid damage, 3d6 bludgeoning damage, and all enemies within five feet take 1d6 acid splash damage.
Success The target takes 2d6 bludgeoning damage and all enemies within five feet take 1 acid splash damage.
Heightened (+1) You can imbue piece of fruit.
Thoughts?
How about some ideas for PF? Let’s get a homing spell into the mix!
Metamagic Wizard
Frequency once per day
You’ve learned to curve magic to make it do your bidding. If you cast a wizard cantrip or a wizard spell that is at least 1 levels lower than the highest-level wizard spell that requires a spell attack, only targets a single creature, and you miss the target, you may spend an action to reroll the attack.
Thoughts?
Been playing LOTS of metroidvania games lately, and I keep looking for that charge up weapon attack ability in them all. How about that in Pathfinder 2nd ed?
General Manipulate Skill
Prerequisite(s) expert in Athletics or Acrobatics
You build power into a single strike by further pulling the bow back or winding up even further for the strike. Increase the number of actions a single weapon strike uses and increase the damage from the single strike by one step. You may use this with other abilities you have beyond a basic melee or ranged attack.
Thoughts?
How about some love for Pathfinder 2e for Monday’s item?
Evocation Magical
Bulk L (or —)
This simple dark leather belt is inlayed with tracery of silver prevents the wearer from being grabbed.
Activate you are grabbed or swallowed (no action); Effect The grabbing creature must make a DC 19 Fortitude save.
Critical Success The target is unaffected.
Success The target takes 1d3 electricity damage.
Failure The target takes 1d6 electricity damage and must end the grab.
Critical Failure The target 1d6 electricity damage, must end the grab, and is stunned 1.
Craft Requirements You must supply a casting of shocking grasp of the appropriate level.
Price 60 gp
Price 900 gp
The base damage is increased to 3d6 electricity damage, half on a successful save, and the DC increases to 27.
Price 19,000 gp
The base damage is increased to 4d6, half on a successful save, and the DC increases to DC 37.
Thoughts?
Got some feed back on this one and I think it helped this!
General Skill
Prerequisites trained in Athletics or Warfare Lore
You snap a quick hit at to an enemy before they strike you.
Sudden Strike
Reaction
Trigger A creature within your reach starts it turn or move adjacent to you.
The target must succeed at a Reflex save against your class DC or take damage equal to your Strenght modifier plus 1/4 your level ( Strenght modifier plus 1/2 your level on a critical failure) .
Thoughts?
I hate leaving actions on the table, so I think interrupts need more play.
General
Trigger A creature starts it turn or moves within range of a melee atrack
You quickly strike at the target. Make a melee Strike against the triggering creature with any multiple attack penalty you currently have.
Thoughts?
Let’s look at this in pathfinder as well.
Curse Necromancy Incapacitation
Traditionsarcane, divine, occult, primal
Bloodlinehag
Cast [three-actions] material, somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Fortitude
You throw raw hate on a creature and choose how to disfigure the creature deciding upon a -2 status penalty to an ability score, a -10 status penalty to movement, a -2 status penalty to AC, a -2 status penalty to attack rolls, or a -2 status penalty to saves as you bend spine and spirit to a broken form. Multiple castings of this spell are possible if you choose different effects of the spell each time.
Critical Success The target is unaffected.
Success The target is affected until its next turn begins.
Failure The target is affected for 30 days.
Critical Failure The target is affected permanently.
This spell can only be removed by a wish or miracle spell, you ending the spell with a thought, or you dying.
Heightened (7th) As 5th level, but the disfigure lasts for up to 1 year on an unwilling creature.
Heightened (9th) As 5th level, but the disfigure lasts for a duration you choose (even unlimited) on an unwilling creature.
Thoughts?
Ah persistent damage! My new favorite toy to drop PCs. Let’s help them survive!
General
You just keep finding ways to get out of trouble. Gain a +2 bonus to your flat checks to end persistent damage.
Thoughts?
Been running through different systems, so why not take an idea from one to another?
Acid Cantrip Transmutation
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Saving Throw Fortitude
Range 30 feet; Targets 1 creature
You subtly change the chemistry of a creature altering the small balances they keep them working dealing 1d4 acid damage this turn and the same damage the next turn. If the creature critically fails the save, it is also dealt the acid damage for a third turn.
Heightened (3rd) The damage increases to 1d4+ your spellcasting ability modifier.
Heightened (5th) The initial damage increases to 2d4 + your spellcasting ability modifier.
Heightened (7th) The initial damage increases to 3d4 + your spellcasting ability modifier.
Heightened (9th) The initial damage increases to 4d4 + your spellcasting ability modifier.
Thoughts?