Daily Punch 9-20-18 Jack of All Trades bard feat for Pathfinder Playtest

More pathfinder fun!

 

Jacks of All Trades Bard FEAT 18
Prerequisites Versatile Performance, Master Occultism, Eclectic Skill
You become trained in every skill you are not trained in.  If you are legendary in Occultism, you are considered expert in all skill at minimum.

 

Thoughts?

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Daily Punch 9-18-18 Eye on the Prize Alchemist feat for Pathfinder Playtest

Alchemists already hit TAC, but how about a way to just barely hit a target?

 

EYE ON THE PRIZE ALCHEMIST FEAT 14
You know how to pull a hit out from a miss.  If you attack a target with an alchemical item that has the bomb keyword, and your attack would have hit the target if you added the bonus equal to your level of training on Perception checks (trained equal to +0, expert equal to +1, master = +2, legendary equal to +3), then your attack does minimum damage instead of missing the target completely.

 

Thoughts?

Daily Punch 9-17-18 Elemental companion for Pathfinder Playtest

Why not let a druid start the game with an elemental?

 

Elemental
Your companion is a blob of intelligent material ranging from a fire, a ball of water, gust of wind, or crawling ground.
Size Small
Unarmed punch; Damage 1d4 bludgeoning
Abilities varies
Hit Points 6
Immunities asleep, critical hits, paralysis, poison, precision, stun
Speed 40 feet

All elemental companions vary depending on the type of elemental they are

 

Air

Abilities Dex, Str

Earth

Abilities Con, Str

Fire

Abilities Dex, Str

Water

Abilities Dex, Con

 

 

Thoughts?

Daily Punch 9-13-18 Swift Healing spell for Pathfinder Playtest

We can’t say “healing word”, but how about swift healing?

 

SWIFT HEALING SPELL 1
Casting Verbal Casting
Range 30 feet

Targets one willing living creature or one undead creature

Healing Necromancy Positive
You channel positive energy to heal the living or damage the
undead. You restore Hit Points equal to 1d4 plus your spellcasting
ability modifier to a willing living target, or deal that amount of
positive damage to an undead target.   An undead target must attempt a Fortitude
save, taking half damage on a success, no damage on a critical success, or double damage on a critical failure.
Heightened (+1) The amount of healing or damage increases by 1d4.