If you have improved in Pathfinder….
Superior Alchemy
You are a true master of your craft
Prerequisite: Improved Alchemy
Benefit: Increase the DC of any alchemical item effects you craft by 1. This bonus stacks with Improved Alchemy.
Thoughts?
If you have improved in Pathfinder….
Superior Alchemy
You are a true master of your craft
Prerequisite: Improved Alchemy
Benefit: Increase the DC of any alchemical item effects you craft by 1. This bonus stacks with Improved Alchemy.
Thoughts?
Reading the latest alchemy book from Pathfinder, here is a feat this book sourly needs…
Improved Alchemy
You know how to make what you make well.
Benefit:Increase the DC of any alchemical item effects you produce by 1.
Thoughts?
How about one more Pathfinder feat, this time to deal with undead only….
Supercharing Light
The candle that burns the brightest burns the quickest.
Prerequisite: Ability to cast spells with the light descriptor or the ability to use spell like abilities with the light descriptor that have an effective level such as an alchemist
Benefit: As a standard action you cay lose a prepared spell you have and select a light source within 60 feet of you. That light source instantly emits a burst of blinding light that is only harmful to undead creatures as per the Sunburst spell but it only effects undead creatures and uses the spell level that was lost as your level. As an example, if a wizard lost a 3-rd level spell, this feat would cause 3d6 damage to undead in the area. The light source is is extinguished after the spell takes place and does not extinguish any area of magical darkness in its radius but will effect undead in that darkness if the darkness if of an equal or lower spell level. Any additional effects from being exposed to sunlight still effect undead in the radius. If the light source is held by a creature that does not want the light lost, the creature makes a will save equal to 10+spell casting attribute+level of the spell lost
Thoughts?
Time for a Pathfinder feat based on what I’ve been reading lately
Converting Light
Light is your to command and wield as a weapon
Prerequisite: Ability to cast divine spells, Light Sub-domain
Benefit: As a standard action, you may convert a prepared spell of any the divine spell casting class with the Light sub-domain to a light spell of the same level. This spell functions as per daylight but at the level of the spell that is converted.
Thoughts?
Time for some love for Pathfinder. How about a feat that allows you to respond to an attack with you shield.
Shield Reposte (combat)
When people get close to your shiield, you know how to make them pay.
Prerequisite(s): Improved Shield Bash, Shield Proficiency
Benefit: Determine your AC with and without your shield. When an attack would fails to hit your normal AC, but would have hit your AC without your shield, you may as an immediate action, make a shield bash against the attacker.
Thoughts?
I ran a game of pathfinder on Friday night. It was a blast, but I had a player who dominated the last boss fight because of some lucky crits. How about a fix for that? How about another template? I don’t want to just add more abilities to a monster, but I want to keep the monster in the fight for a bit longer.
Challenging Monsters are creatures that are far more powerful then their standard brother. These could be leaders of men or monsters.
“Challenging Monster” is an acquired template that can be added to any creature.
Senses: Same as base creature.
Challenge Rating: Either CR+1 or CR+2 see below
Alignment: Same as base creature.
Type: Same as base creature.
Armor Class: Same as base creature.
Hit Dice: Same as the base creature, however multiply the HP by 1.3 to increase the CR by +1 or by 1.6 to increase the CR by +2. Do not recalculate Hit Dice effects for this increase in hit points, simply increase the total hit points.
Saves: Same as the base creature.
Defensive Abilities: Gain light fortification if the creature’s CR increased by +1 or medium fortification if the creature’s CR increased by +2.
Speed: Same as the base creature.
Attacks: Same as the base creature.
Special Attacks: Same as the base creature.
Special Qualities: Same as the base creature.
Abilities: Same as the base creature.
Base Atk: Same as the base creature.
Skills: Same as the base creature.
Feats: Same as the base creature.
Environment: Same as the base creature.
Organization: Same as the base creature.
Treasure: Same as the base creature.
How about a Pathfinder Feat?
Constant Training
You are a living weapon, but like any weapon, you must be honed to an edge.
Prerequisite: Monk
Bonus: If you spend 15 minutes a day practicing forms or other martial arts, for the first round you attack in each combat that day, you gain a +1 bonus to all attack rolls for that round.
Thoughts?
How about some love for Pathfinder. I might have slowly been getting worse all weekend, but I did squeeze one Pathfinder game in! And this is the feat they really needed.
Not only did you learn how to speak the modern, you also learned to speak the ancient version of every language you know.
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Benefit: Lean one additional language. You are considered proficient in the ancient version of all the languages you know for all tests and reading/speaking proficiency. |
Thoughts?
How about a movement based feat for Pathfinder?
You’re light on your feat. So light, they can’t even touch you.
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Prerequisites: Dex 13 |
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Benefit: When taking a 5-foot step, you move 1/3 of your total movement instead of just 5-feet.
Normal: You can only take a 5-foot step.
How about a Pathfinder Spell?
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School evocation [Force]; Level sorcerer/wizard 1 CASTING
Casting Time 1 standard action EFFECT
Range close (25 ft. + 5 ft./2 levels) |
You call forth a burst of force that moves targets in an area. You can target a number of creatures or objects equal to your level. Each creature you choose to affect makes a fortitude saving throw. Those that fail or choose to fail are moved 5 ft/2 levels out of the center of the blast. This movement does not provoke attacks of opportunity.
Thoughts?